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13 minutes ago, PuFu said:

we don’t do that

 

Oh, well my fault on that, will edit that part out. Thought RHS required permission for user-made retextures of their assets, my mistake.

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2 hours ago, Siege-A said:

Thought RHS required permission for user-made retextures of their assets, my mistake.

we don't provide permissions outside our EULA to anyone, no matter of the reasons.

in accordance that the ND clause, we can choose to tolerate or not any and all re-textures.

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Are you guys planning on just pushing out the full mod first or are you gonna relace the full mod with the smaller "unit"-centric packs? Also a disturbing lack of AVS porn.

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9 hours ago, Siege-A said:

Users will be able to present retextures to our team to request permission for public release. As long as the quality matches what we would expect for the assets being used, permission would be granted and those people could release it as a retexture pack for the community. 

 

So, can I clarify the process for this?

 

Would we request the required templates for the pieces we’d be retexturing, then make the textures and send them (or pictures of them in-game), and wait for approval?

 

Or would we need to “reverse engineer” a completed texture, and send that through?

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1 hour ago, shadeops21 said:

 

So, can I clarify the process for this?

 

Would we request the required templates for the pieces we’d be retexturing, then make the textures and send them (or pictures of them in-game), and wait for approval?

 

Or would we need to “reverse engineer” a completed texture, and send that through?

 

Reverse engineer the completed texture unless you have contributed multiple high quality retextures... in which case if we have a template you can use its likely we would allow you to. Luckily almost all gear items will have plain color versions (RG, khaki, etc...) so it won't be too hard if you know what you are doing.

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3 hours ago, warden_1 said:

 

Reverse engineer the completed texture unless you have contributed multiple high quality retextures... in which case if we have a template you can use its likely we would allow you to. Luckily almost all gear items will have plain color versions (RG, khaki, etc...) so it won't be too hard if you know what you are doing.

 

It's not ideal, but it's workable. I'm just worried about the potential loss of detail with respect to special features and mechanical parts (zippers, fasteners and clips, bungee adjustment cords, eyelet rings for drainage on pouches, hemming and seam threading, etc etc), as well as the fabric texture itself. Granted, all of that can be potentially salvaged by painstakingly cutting those pieces out and having them on a different layer, but it's not a perfect science and has its downfalls.

 

I'll wait and see how complex the finished texture image plates look before I make any further concerns known. Hopefully, they'll be somewhat easy to work with.

 

Appreciate the response though!

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9 hours ago, shadeops21 said:

 

It's not ideal, but it's workable. I'm just worried about the potential loss of detail with respect to special features and mechanical parts (zippers, fasteners and clips, bungee adjustment cords, eyelet rings for drainage on pouches, hemming and seam threading, etc etc), as well as the fabric texture itself.

 

Respectfully, I disagree with you. I have been retexturing for a while now and with some trial & error I can get to the point where there is practically no detail lost. Yes, it is a time consuming ordeal, but if you want to make great looking gear, you have to put in the work. Also templates present you with a general setting (brightness, contrast, vibrancy etc), which rarely work for different camos. For example, my MC.psd has very different layer styles compared to my MCTropic.psd. I hope Im not coming off as an asshole.

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3 hours ago, M. Wolf said:

 

Respectfully, I disagree with you. I have been retexturing for a while now and with some trial & error I can get to the point where there is practically no detail lost. Yes, it is a time consuming ordeal, but if you want to make great looking gear, you have to put in the work. Also templates present you with a general setting (brightness, contrast, vibrancy etc), which rarely work for different camos. For example, my MC.psd has very different layer styles compared to my MCTropic.psd. I hope Im not coming off as an asshole.

 

Exactly what you would think would be required for retextures I think.

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5 hours ago, M. Wolf said:

 

Respectfully, I disagree with you. I have been retexturing for a while now and with some trial & error I can get to the point where there is practically no detail lost. Yes, it is a time consuming ordeal, but if you want to make great looking gear, you have to put in the work. Also templates present you with a general setting (brightness, contrast, vibrancy etc), which rarely work for different camos. For example, my MC.psd has very different layer styles compared to my MCTropic.psd. I hope Im not coming off as an asshole.

 

I get your point, and I’ve been retexturing for a while now myself, but I’m just airing a concern I have with the process and the “requirement/expectation” (for want of better words) to match exisiting texture quality with the initial content if we want to publicly release a retex pack.

 

Like I said earlier, I’m going to wait until the pack is released and the textures are viewable before I air any further questions or concerns. For all we know, the texture plates might be really easy to work with, or might be extremely complex. We don’t know yet.

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4 hours ago, shadeops21 said:

 

I get your point, and I’ve been retexturing for a while now myself, but I’m just airing a concern I have with the process and the “requirement/expectation” (for want of better words) to match exisiting texture quality with the initial content if we want to publicly release a retex pack.

 

Like I said earlier, I’m going to wait until the pack is released and the textures are viewable before I air any further questions or concerns. For all we know, the texture plates might be really easy to work with, or might be extremely complex. We don’t know yet.

 

To simplify things really the only "requirements" we would have will be something along the lines of similar quality to the originals, correct camo pattern sizing, correct pattern orientation for all parts of the texture as well as correct splitting of the texture for sewing lines etc... just all the details like that. If you've been re-texturing for a while now this really shouldn't be that hard... I fail to see the issue here as we do not owe it to the community to let them run rampant and create horrible retextures for all of this content we've put a lot of time into. There are a lot of extremely talented retexture artists here, this is our way of appreciating them while retaining the high standards we set for our own gear. You will not be outright rejected from doing textures if you submit one that isn't perfect... you will just get feedback and be told what things you would need to improve to resubmit. The only way you'd get ruled out of ever having public retextures is by going against any EULA terms of the release build or by being involved with the 'private mods' community.

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2 hours ago, warden_1 said:

 

To simplify things really the only "requirements" we would have will be something along the lines of similar quality to the originals, correct camo pattern sizing, correct pattern orientation for all parts of the texture as well as correct splitting of the texture for sewing lines etc... just all the details like that. {....} The only way you'd get ruled out of ever having public retextures is by going against any EULA terms of the release build or by being involved with the 'private mods' community.

 

That actually makes me a feel a whole lot better now that you’ve clarified all of that. Thank you very much! I’m looking very forward to working with you all in the future.

 

And I avoid the private mod community like the plague, so no concern there, heh!

 

Appreciate the answer Wardy!

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9 hours ago, seaposeidon said:

 

Exactly what you would think would be required for retextures I think.

 

Your question doesn't really concern this topic. PM me if you want to talk about it 😃

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What can we expect uniform-wise in the first release? So far I've seen the Cunico G3s, some MGP uniforms, and some new custom G3s. Will there be multiple G3 models?

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53 minutes ago, appetency said:

What can we expect uniform-wise in the first release? So far I've seen the Cunico G3s, some MGP uniforms, and some new custom G3s. Will there be multiple G3 models?

iirc Cunico's and Adacas's uniforms are placeholders until O.M.A's G3s are finished.

 

& I believe I've heard @Siege-A say that the old G3s will stay for the people that like them over the new ones. 

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On 4/9/2019 at 7:18 PM, LJH_1 said:

Are you guys planning on just pushing out the full mod first or are you gonna relace the full mod with the smaller "unit"-centric packs? Also a disturbing lack of AVS porn.

 

Probably one big pack to start with, so we can have time to organize things the way we want afterwards. Rather go ahead and push the initial release as quick as we can and then fine tune things for a following update, so you guys can go ahead and start using some of this awesomeness. You are right though...has been a disturbing lack of AVS porn...will see if we can remedy that soon.

 

On 4/11/2019 at 3:05 PM, appetency said:

What can we expect uniform-wise in the first release? So far I've seen the Cunico G3s, some MGP uniforms, and some new custom G3s. Will there be multiple G3 models?

 

Initially, we'll have Cunico's G3, the MGP uniforms (G3 Field, Fleece, PCU), and some other placeholders for now. These donated uniform sets will have our own custom variations and combo sets to give them some new life, as well as our own fixes and edits we've done with the models. Our new G3 model from Ardy is nearly ready, but not likely to be seen in the first release. Once that is added, we have had thoughts to still keep Cunico's G3 included with the pack, but separated into an optional addon. So then the work we did on that isn't put to waste.

 

 

And time for some more WIP:

mDYfL8MEVNqyTt3eAn9d74fRb6bFPM_q_5Q2R6Y9

BbWBULjUGerxwumxetoN9io7XvAeiyFYnt4LwkfYJ8-k2KdHUp_gJFsKmMRZbEdBToVkdOUjBq0xiqjYIKmuhUJQ4bTZeu10BEAnN87IJTLjV8t8CpHcCAnWrwIwulgW1e5Vl95vg0JLWumnFO8fTERuWwjCNt69Ub9cdVzoZ1o95la3eKZZszgU8a1yS7ZGgL83NdyZ

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Looks amazing! Top notch all around.  🙂

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i reckon 90% of people will use this with RHS witch has Cunico's G3s in it as long a the new G3s have a similar texture both will most likely be used at the same time ( i do love Cunico's version of M81) that being said i have one of the donation versions and you have alot of variation  to those G3s so i have seen the work you guys put in maybe donate to RHS once the new ones are in?

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21 hours ago, Siege-A said:

so you guys can go ahead and start using some of this awesomeness.

 

Hell yes! Please overload my virtual arsenal with all this awesomeness! 😂

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I won't be satisfied until my Virtual Arsenal runs at 5 FPS

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I'd like to provide a few WIP pictures before I get to the bad news, this is a small sample of what I've been working on recently aside from photogrammetry related materials:

https://imgur.com/a/m5305uC

 

We are indefinitely postponing the release of the mod (internally was sometime before summer) until there are sufficient means to protect our content. We will continue to work on it and post WIP content now and give you an update as to when the mod will once again have a release date. There is no one reason for this, it is a mixture of various factors that are unrelated to team members.

 

Thanks.

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Since none of us really had any idea as to when the mod would be released this seems like kind of a non-update update.

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Is that double sided tape, or IR reflective tape over those helmets? Not sure what to make of that.

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16 minutes ago, shadeops21 said:

Is that double sided tape, or IR reflective tape over those helmets? Not sure what to make of that.

 

100mph and electrical

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4 hours ago, warden_1 said:

 

100mph and electrical

 

Okay... asking a potentially stupid question here, but why have tape on the helmet if it isn't actively used to hold it down? Just a detail to help break up object shape? There for easy access if they need tape? Rule of cool?

 

Legit curious here as I haven't seen pictures of it done. Velcro and double-sided tape I can understand, but regular single side adhesive not actively attaching/holding something to the shell?

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