king homer 1 Posted March 15, 2006 Almost finished woodland model (1. LOD only) Share this post Link to post Share on other sites
lee_h._oswald 0 Posted March 15, 2006 Pictures are looking fantastic. But a question about MP compatibility. - Will this addon be tested in MP before release? I really want to include it in a CTI, but it makes no sense if this is going to be another uber-script-monster, producing lag and desync. MfG Lee Share this post Link to post Share on other sites
king homer 1 Posted March 15, 2006 I hope get some script-deactivation script to work. To disable all not necessary scripts. Share this post Link to post Share on other sites
Messiah 2 Posted March 15, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@(time>1) ?{playersNumber _x>0}count[east,west,resistance,civilian]>0:exit Share this post Link to post Share on other sites
king homer 1 Posted March 15, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@(time>1)?{playersNumber _x>0}count[east,west,resistance,civilian]>0:exit Okay mate, whats that supposed to do? I'm not in scripting that much. Share this post Link to post Share on other sites
Guest [B.B.S.] T_D Posted March 15, 2006 That detects if you are in MP or SP. When you put this in a script it will exit when the game is MP. Share this post Link to post Share on other sites
Messiah 2 Posted March 15, 2006 yes, sorry mate should have explained. In any script that merely eye candy, and isnt essential for the addon (i.e. can be removed for MP for optimisation purpuses) place that at the very start of the script - what it does is count the number of human players. Because in SP human players = 0 (since it has no need to define them as such) if there are more than 0, you;re obviously playing an MP game and it will exit the script before it has a chance to do anything. Share this post Link to post Share on other sites
dkell3 0 Posted March 16, 2006 Looks great Homer.I wonder if the Army will ever replace the M2 with the new Xm312,will you? Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 16, 2006 Looks damned nice, fellas. Good work. Share this post Link to post Share on other sites
fat_al 0 Posted March 16, 2006 Are you going to add a few more LODs or keep it at one? Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 16, 2006 With all due respect, I think King Homer + Inquisitor know that only one LOD will cripple most lower end computers. - Isn't it obvious that they will add more? Share this post Link to post Share on other sites
fat_al 0 Posted March 16, 2006 That's what I assumed, but some addon-makers have the tendency to include only one LOD. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 16, 2006 Ak, k, my bad, mate. Well, they did with the previous versions, so I assume they'll do the same for this one (hopefully - I loved using the old one for massive tank battles). Share this post Link to post Share on other sites
king homer 1 Posted March 16, 2006 Well sure, we're gonna include a lot more LOD's. With 8000 faces in the first LOD it is really necessary. Share this post Link to post Share on other sites
oOoIoOo 0 Posted March 17, 2006 Woodland model done 1. Lod: 8066 Faces 2. Lod: 2878 Faces 3. Lod: 1727 Faces 4. Lod: 639 Faces 5. Lod: 350 Faces Olive model done 1. Lod: 7998 Faces 2. Lod: 2886 Faces 3. Lod: 1743 Faces 4. Lod: 631 Faces 5. Lod: 345 Faces Share this post Link to post Share on other sites
NSX 8 Posted March 17, 2006 Great job!Much better than the previous version. Share this post Link to post Share on other sites
Jezz 0 Posted March 17, 2006 I anit meaning to be a smart arse mate but where exactly did those 8000 polygons go ? Share this post Link to post Share on other sites
dm 9 Posted March 17, 2006 I anit meaning to be a smart arse mate but where exactly did those 8000 polygons go ? Looks like the wheels mainly Nice work guys, looks a whole lot better than the previous versions. I'm glad you've re-done the olive version, the old textures made me cry a little Share this post Link to post Share on other sites
Messiah 2 Posted March 17, 2006 agreed with deadmeat, the olive green looks great now Share this post Link to post Share on other sites
sanctuary 19 Posted March 17, 2006 Very impressive Incredible to see that the 2nd LOD that is 2878 faces is just as impressive as the 1st LOD with its huge 8000 faces. Are really the wheels making this 5000 polygons difference ? isn't that really a waste performance-wise ? Share this post Link to post Share on other sites
king homer 1 Posted March 17, 2006 The wheels have all in all about 1500 faces. Turret has about 4000 faces, got a lot of detail on there. Share this post Link to post Share on other sites
sanctuary 19 Posted March 17, 2006 Ah ok i prefer that As in OFP , when a tank is moving (so most of the time you will use it ingame) the dust just hide the wheels part, it would have been a real waste of ressource to detail them with 5000 faces when you will never notice any detail there when using it in mission. Share this post Link to post Share on other sites
the_shadow 0 Posted March 17, 2006 looks wonderful... cant wait to blow them to pieces :P well, or replace the M1A1 in FFUR 2006 and blow some libyan terrorists to pieces Share this post Link to post Share on other sites
-HUNTER- 1 Posted March 18, 2006 any updates on the desert version? If these two look soo good allready, Im dying to see the desert version which I've used allot allready, probally 9/10 times... the olive one looks nice The old tank had a bit stiff suspension with braking and speeding up, now Ive not seen em do it in reallife but on discovery there is a show in which you see a abrams do emergency stop and it does tip over allot! Have you guys also modified this? Share this post Link to post Share on other sites