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Ironsight

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Read this already somewhere a few days ago ...just trying to think! Gonna look back the other threads! eyesroll.gif

EDIT: ...Gottit! 28th April. Same interview! ...in this thread   whistle.gif

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Armed Assault is not set to be in the "old times" of cold war.

It´s more like Noth Korea vs. South Korea.

Edit:

Yes, the screenshots looking very good.

Time is so long for those who wait. inlove.gif

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Yah, moving around in buildings was never that clever in ofp even if you disregard the clipping errors. It just felt very awkward and jerky. Hopefully ArmA will have made some improvements on this so we can have some more interior type raids and clearout missions! If interiors felt more like GR for example it would be cool, but whether the engine will bend that far is another matter. We'll see! pray.gif

They already fixed that issue,take OFP:E for example,no matter how hard you try,the structures actually feel solid now,there is no running through...trust me,I trust to do the stand,run and prone though a wall...didn't quite work...and *Gasp* when I went into a house I didn't get stuck in the damn stove or table.

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Guest Ti0n3r
Quote[/b] ]Unlike its predecessor, there are no heroes in Armed Assault. Instead you take control of nameless soldiers whom you must guide safely through the dangers.

Just hope there will be a strong story. sad_o.gif

It would be a shame to control different soldiers in every mission.

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Sounds more like real war to me.

I don't think the setting is cold war..I just think..either they have no idea what the hell their talking about,they typed up bullshit lies,or they didn't pay attention to the time frame.

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I guess this preview is full of mistakes and missunderstandings:

- 10km viewdistance sound a bit much

- Would it make sense to do a blog about the maincharacter if there are no maincharacters ?

- bumpmapping isnt needed if you have normalmapping

- there are a few mixups with vbs1 i think (in the mag version of the preview)

greets chris

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Wait,isn't bump mapping the "second texture' that causes some parts or outter edges to be more "3D" depending on how the lighting is,and normal mapping is how an object shines? Like the difference between metal and concrete or um...walking past a vehicle and theres a light shine on it and it trails along with your view. Or are they the same thing?

Is one thing I'm really curious about..one of the things that OFP one of the greatest is the fact that it had actual vehicle interiors,you look at most games and some may have interiors but generally they don't do shit,no moving guages or horizons or anything..I sure hope they haven't changed that in AA.

And now I am going to go play OFP:E to see about those clipping thingies.

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Guest Ti0n3r

Agreed. I don't like this preview at all. The campaign sounds like it'll be a bunch of random mission without any dialogues or characters. I was hoping for something similar to CWC & Resistance sad_o.gif (No, I'm not ranting)

Btw,

PC Power Play

Quote[/b] ]Most buildings will not be enterable or destructible

This has got to be a misunderstanding, since this is what it says in the press release from December '05;

Press release

Quote[/b] ]New island containing large cities with many different, fully accessible buildings

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Hey, what do you expect?

The writer of this article is playing battlefield 2... Looks like those ppl have no eye for details. Cold War, Star Wars, who cares.

We all know ArmA will be fantastic and that's what counts.

MfG Lee wink_o.gif

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Yah, moving around in buildings was never that clever in ofp even if you disregard the clipping errors. It just felt very awkward and jerky. Hopefully ArmA will have made some improvements on this so we can have some more interior type raids and clearout missions! If interiors felt more like GR for example it would be cool, but whether the engine will bend that far is another matter. We'll see!   pray.gif

They already fixed that issue,take OFP:E for example,no matter how hard you try,the structures actually feel solid now,there is no running through...trust me,I trust to do the stand,run and prone though a wall...didn't quite work...and *Gasp* when I went into a house I didn't get stuck in the damn stove or table.

Thanks meyamoti, but as I said the clipping issues and collision detection issues aside, as I am aware that these have been fixed. The point I was making was about the general feel of moving around inside buildings just felt wrong, jerky and awkward. Maybe the new animations will fix this though? Or maybee bigger interiors might help also!   Crutches.gif

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You mean by the the way the characters move? If so then i can understand...unless your talking about the jumpyness which..I understand that too. Hmm...seems OFP:E has 3 or so videos after letting the start screen sit...thirds the best. Too bad they didn't put it on the internet.

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@ meyamoti

Bumpmapping is a technique used to make a 2D surface look 3D, by a "height map" that has influence on the lightning.

Normal mapping is a technique where you make a very high poly (1 million poly) model, and a low poly (500) version of it. Then, you let the computer make a special "map" that gives the lowpoly models the lightning detail of the high poly model. This is performance-friendlier then the 1M model. Normal mapped model (original: 15 million polies, mapped lowpoly: 20 000 polies If I recall correctly)

You mean by the the way the characters move? If so then i can understand...unless your talking about the jumpyness which..I understand that too. Hmm...seems OFP:E has 3 or so videos after letting the start screen sit...thirds the best. Too bad they didn't put it on the internet.

Hmmm.. I was just thinking... things would be cool if AI would use a different kind of animation (more "builing friendly) when they enter "walk paths" of a house biggrin_o.gif .

Also, I think the misunderstandings are partially because of the fact they played an early build...

"10 KM" viewdistance can be done (the basic viewdistance of OFP:r is 900 meters, it's max is 5 KM... in ArmA, both these numbers have doubled)

"no main character" , then why the fuck have a blog about him? tounge2.gif .

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PC Power Play
Quote[/b] ]Most buildings will not be enterable or destructible

This has got to be a misunderstanding, since this is what it says in the press release from December '05;

Press release

Quote[/b] ]New island containing large cities with many different, fully accessible buildings

And what if they couldn't accomplish that? confused_o.gif

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PC Power Play
Quote[/b] ]Most buildings will not be enterable or destructible

This has got to be a misunderstanding, since this is what it says in the press release from December '05;

Press release

Quote[/b] ]New island containing large cities with many different, fully accessible buildings

And what if they couldn't accomplish that? confused_o.gif

they can. Atleast the "big city" part...

Also, when we can use more polies per model, enterable buildings will be... "doable".

Also, don't forget that in one video we saw an interrior "wip" wink_o.gif . means they're working on it...

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Thanks meyamoti, but as I said the clipping issues and collision detection issues aside, as I am aware that these have been fixed. The point I was making was about the general feel of moving around inside buildings just felt wrong, jerky and awkward.

I think the problem with buildings in OFP and OFP:E was that the exterior/interior proportions were often wrong. Walls were too thin, corridors a little narrow. The buildings had an odd paper quality to them which the old clipping problems complimented (falling through the wall/floor of a paper house seems natural tounge2.gif ).

Even though the clipping problems were solved I still find the buildings in OFP:E almost unusable because they just don't feel right. In terms of movement the spaces are small, turning is awkward and it doesn't seem right that I can cross an entire house in two/three steps. Windows appeared at the wrong height, kneel and you can't shoot out etc

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I understand what you mean about the space,but the windows..erm..their civilian windows,meant to have the person stand to look out of them,not crouching to shoot out of them tounge2.gif

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I understand what you mean about the space,but the windows..erm..their civilian windows,meant to have the person stand to look out of them,not crouching to shoot out of them tounge2.gif

You could crouch and shoot out of windows in every house I've lived in (except one where I had a skylight instead). Maybe the standard height of windows etc is different in other countries, can't say I've noticed when aboard though.

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Bumpmapping is a technique used to make a 2D surface look 3D, by a "height map" that has influence on the lightning.

Normal mapping is a technique where you make a very high poly (1 million poly) model, and a low poly (500) version of it. Then, you let the computer make a special "map" that gives the lowpoly models the lightning detail of the high poly model. ...

Wrong. Bumpmapping and Normal Mapping are both techniques to let look a 2D Surface like a 3D Surface.

The difference is: Bumpmapping uses greyscale images, thus it contains less information as full color images.

Normal mapping uses full color images, where the Red, Green and Blue values specify the components of the Normal Vector to the Fragment/Pixel.

You can use both to reduce the polycount of a model, but Normal Mapping gives better visual results.

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Do you crouch in the same exact position? I duno..it may be....to Europe!....when I get more money..bahaha... sad_o.gif

vektorboson ,could you post an example or two? Curios as to how greyscale vs red,blue and green would cause better visuals..

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Thanks meyamoti, but as I said the clipping issues and collision detection issues aside, as I am aware that these have been fixed. The point I was making was about the general feel of moving around inside buildings just felt wrong, jerky and awkward.

I think the problem with buildings in OFP and OFP:E was that the exterior/interior proportions were often wrong. Walls were too thin, corridors a little narrow. The buildings had an odd paper quality to them which the old clipping problems complimented (falling through the wall/floor of a paper house seems natural :p ).

Even though the clipping problems were solved I still find the buildings in OFP:E almost unusable because they just don't feel right. In terms of movement the spaces are small, turning is awkward and it doesn't seem right that I can cross an entire house in two/three steps. Windows appeared at the wrong height, kneel and you can't shoot out etc

Absolutely agree. Inside building is a disaster in OFPE. No clipping probs but just moving around is a pain, and some doors are very narrow ... yep, the inside of building feels like a strange place to be in. Unlike in GR1(IT), in GR1(IT) it is much smoother so it MUST be possible (talking Xbox here).

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vektorboson ,could you post an example or two? Curios as to how greyscale vs red,blue and green would cause better visuals..

http://mediawiki.blender.org/index.p....al_Maps

Look under Examples, Render of the Normal Map and Render of the Bump Map.

You will notice that the normal map rendering has more depth then the rendering of the bump map.

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Ah okay..I see what you mean now..thats the thing that is done in photoshop with the photocopy filter and some other things to give it that color isn't it? I didn't know that was normal mapping,apparently I'v had the two mixed up this whole time crazy_o.gif

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Heres another example how much less poly the object can be: example

Quote[/b] ]Absolutely agree. Inside building is a disaster in OFPE. No clipping probs but just moving around is a pain, and some doors are very narrow ... yep, the inside of building feels like a strange place to be in. Unlike in GR1(IT), in GR1(IT) it is much smoother so it MUST be possible (talking Xbox here).
Isn't this because the Field of View or what is it called "angle"? is smaller than on PC version?

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Lets just clearify that normalmapping is a far superior method of bumpmapping. the outcome is bumpmapping at least (if you just normalize a bumpmap with that nvidiaplugin for PS) and can be much more amazing if you project a highpolymodel on a lowpolymodel.

Fact is: you just don't need bumpmaps if you have normals...

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And normals look prettier when finished...all the pretty colors...x.x

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