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Zander

wip bmd3 mod

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I'm sure. Becaurse you can heavily reduce lags causing by hi-poly model using well-optimized LODs, but if you have a good textures, the only way to reduce the lags(or take them off) - to map low resolution textures on all LODs except first and second.

P.S.: One big texture is better when it's 1024x1024 or less. If it isn't... You should cut this texture into some parts. This remark is touching only OFP1 engine, neither VBS nor OFP2 tounge_o.gif

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I'd post a link to what I found out about textures by exparamenting and checking frame rates and it really depends on the object. (Forum rules state I can't post links to

other forums (My own forum)

Best to test it and make shure which works beter. wink_o.gif

But I do so like that BMP3, skins look great too all weatherd

and worn gives it that real steel look.

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i'll wait to test the model in O2 to see if i reduce the polycount.

here some pics, i think to finish it tomorrow, without textures  i wait to see if i have to reduce the polycount to start mapping.

http://img16.exs.cx/my.php?loc=img16ℑ=bmd301_2.jpg

http://img16.exs.cx/my.php?loc=img16ℑ=bmd302_2.jpg

http://img16.exs.cx/my.php?loc=img16ℑ=bmd303.jpg

http://img16.exs.cx/my.php?loc=img16ℑ=bmd304.jpg

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i find if the model is past 8000 polygons it wont appear in the buldozer viewer but 6000 is the preferred maximum for most things

may i ask what the amount of vertex's you use on the wheel ie, 8,9,10 vertex clynders ect?

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i find if the model is past 8000 polygons it wont appear in the buldozer viewer but 6000 is the preferred maximum for most things

may i ask what the amount of vertex's you use on the wheel ie, 8,9,10 vertex clynders ect?

it does with far more than 8000 wink_o.gif

for a wheel between 15 and 20 sides

ingame screenshot

i tried with HW  T&L on and it didnt work

bmpofp.jpg

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i just meant my viewer doesnt work with anything past 8000 mate ive had a friends 20000 polygon ghille suit sniper running about in ofp before so i know the limit for the game is far higher.

if you do mean the viewer will work with far higher poly count models then how do you get it to work then something in the config file?

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i just meant my viewer doesnt work with anything past 8000 mate ive had a friends 20000 polygon ghille suit sniper running about in ofp before so i know the limit for the game is far higher.

if you do mean the viewer will work with far higher poly count models then how do you get it to work then something in the config file?

maybe your system doesn't support more than 8000.

have you tried to replace your flashpoint.cfg file?

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somehow i think it would handle more than 8000 its got an overlcocked Amd to 2.6ghz, fx5950 and 2048mb of ram rock.gif and yes i have changed the config.

Anyway it looks like your just about compleltly remake the model mate looks pretty good, should be fun alongside the bmd's 1/2

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10,000 polys in the first LOD might be pushing it for a large percentage of the gamer's machines.

Personally I'd stick with multiple 1024x1024 textures rather than anything larger.  I've not really tested it properly myself but seem to remeber a post about it some time ago - the general consensus was to use 1024x1024, 2048x515 = same number of pixels.  Even the older cards will easily manage that.

Works fine for me, even 40k polys.

And I have a standard gamers machine, no high end pc.

was it with HW T&L turned on?

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The trick with Bulldozer is to minamize it and wait for

a little while. Simmilar to the black screen when loading

OFP missions. Since bulldozer lacks the load screen you

need to minamize it and give it some time to load.

Unit's looken good. Uh, by the way, on the BMP3

how did you reduce it? It still looks prety good

for being that low...

Honestly I think if the model was stripped down the bare

points and re-convexed in o2 it would probably be 1-5k less.

Without looseing any detail.

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If i was allowed i would post some pics of kenji's bmd 1 in oxygen to show what you can do with under 4000polys im pretty sure you could get it down to about that level with out losing much detail at all.

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I have sent AKM74 (the APC pack author) if you can have permission to release it.

I will notify you of his decision in this thread.

finally i will not use his model, or maybe the script

anyway if i want to use anything from your pack i'll ask before  wink_o.gif

Well I got word back from AKM74, if you did want to use the BMD model then you could, but I see you already have goten quite far on your own. Good work  smile_o.gif

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The trick with Bulldozer is to minamize it and wait for

a little while. Simmilar to the black screen when loading

OFP missions. Since bulldozer lacks the load screen you

need to minamize it and give it some time to load.

Unit's looken good. Uh, by the way, on the BMP3

how did you reduce it? It still looks prety good

for being that low...

Honestly I think if the model was stripped down the bare

points and re-convexed in o2 it would probably be 1-5k less.

Without looseing any detail.

not reduced yet

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I have sent AKM74 (the APC pack author) if you can have permission to release it.

I will notify you of his decision in this thread.

finally i will not use his model, or maybe the script

anyway if i want to use anything from your pack i'll ask before  wink_o.gif

Well I got word back from AKM74, if you did want to use the BMD model then you could, but I see you already have goten quite far on your own. Good work  smile_o.gif

thanks i think i will need some things like interior.

can you tell me about your suspension's script?

bmd305.jpg

something wrong with texview...

error5.jpg

what can i do to get a better conversion?

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are you using  paa tool or texview?

texview

what's the difference between paa and pac format?

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should i use pac or paa files for my pbo?

textures show in buldozer but not in game rock.gif

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do you know if the game support animated mesh?

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