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CameronMcDonald

1st Infantry Division

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yup.. i have an easy (once you know how) method in 3dsmax for making them.. and the results are way better than BIS ones.. Heres an example:

AS map for US_SOLDIER.P3D

Top: BIS made AS map.

Bottom: My AS map.

bissoldierasfe1.jpg

jahsoldierasyu4.jpg

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AS map for US_SOLDIER.P3D

Top: BIS made AS map.

Bottom: My AS map.

Ok, let me guess. You took default normal map and extracted cavity map from it, then you overlaid the cavity map over the AO map?

My personal oppinion is that I am dissapointed BIS did render AO for their AS maps using lowpoly models. Normally you should render for highpoly and bake it onto lowpoly.

Fixing BIS mistakes, aren't we? smile_o.gif

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Hmm, so the AS map is nothing more than a white baked texture map? Thought so.

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@ Dec. 08 2007,18:36)]My personal oppinion is that I am dissapointed BIS did render AO for their AS maps using lowpoly models. Normally you should render for highpoly and bake it onto lowpoly.

Fixing BIS mistakes, aren't we? smile_o.gif

I think perhaps that what they did was not a mistake but a shortcut to save them resources. I'm reasonably certain that the only ones who really notice are computer graphics nerds like us.

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@ Dec. 08 2007,18:36)]My personal oppinion is that I am dissapointed BIS did render AO for their AS maps using lowpoly models. Normally you should render for highpoly and bake it onto lowpoly.

Fixing BIS mistakes, aren't we? smile_o.gif

I think perhaps that what they did was not a mistake but a shortcut to save them resources. I'm reasonably certain that the only ones who really notice are computer graphics nerds like us.

If the resolution is the same, it probably doesn't have a different impact on resources.

It would be nice to see a pic showing what difference the AO map posted by Jahve makes in-game smile_o.gif

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If the resolution is the same, it probably doesn't have a different impact on resources.

It would be nice to see a pic showing what difference the AO map posted by Jahve makes in-game smile_o.gif

If you look at soldier textures and the way the same thing has 3 identical textures on 3 different paa files... It is obvious whose resources he ment.

AO renders are one of most resource-consumming calculations. They require casting hundrets (1000 for top quality) rays per each pixel of rendered map and calculating their reflections. The more poligons the longer it will take, and 10000 polies could easilly take half a day on normal PC.

So why calculate for 100000 or million polies hipoly model? whistle.gif

Anyway, a comparisionm picture: the AS map has several Cavity map copies over it with different softening for smooth transitions.

http://img408.imageshack.us/img408/8308/aodifferencegf3.jpg

There is a visible difference, shadows are deeper.

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@ Dec. 09 2007,13:19)]
If the resolution is the same, it probably doesn't have a different impact on resources.

It would be nice to see a pic showing what difference the AO map posted by Jahve makes in-game smile_o.gif

If you look at soldier textures and the way the same thing has 3 identical textures on 3 different paa files... It is obvious whose resources he ment.

Oh, I was thinking about performance in game.

Thanks for the comparison. Looks a bit better, but I guess I wouldn't really notice it in game. Unless it makes a difference at night? Normal maps don't seem to be affected by light sources other than the moon at night, which looks bad at times.

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ambient shadow maps handle objects self-shadow and the shadow emmited on it by other objects smile_o.gif

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- I will only be releasing one weapon with the units, because the weapons in the screenshots are NOT my own work, and their respective authors are either releasing them themselves (i.e. the M16A4 + A4M203) or are currently on holiday (M249).

O plz, do that!

As a SEPARATE pbo file, if possible.

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I've recently returned from holiday, so I'll be hopefully working on these some more when I can. Expect answer to your PMs soon, apologies for my recent tardiness. smile_o.gif

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That the new m16a4 mini-pack will be relizd in time for X-mas... but the new ACU probably won't... whistle.gif

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Hit the nail on the head. I'm working, but getting this out in time for Xmas would require at least two clones of myself. Rest assured, I'm not going to stop working on them, but progress has been limited of late due to RL demands. smile_o.gif

Patience is a virtue, and I'm sure you'll all want to use Johannes' USMC before the Army arrives on the scene anyway. biggrin_o.gif

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Small update pic; got the rank velcro (rank patch forthcoming), MAV 2-piece LBH (on screen) and FLCV (clipped version) done.

Next to do:

- Rank patch(es).

- ACH rear padding.

- Kit, kit, kit, kit.

EDIT - Picture:

MAV (2-Piece)

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Great job , Nice update cam!

Can't wait to have thoses ACU Flavored treats.

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Quote[/b] ]Hey cam, do you know of a list of the Setmoves that Queen's Gambit added? I wasn't able to find it on the biki.

Jump into your Queen's Gambit folder (or wherever the addon Models_DBE1 is) and extract Models_DBE1.pbo. Go into the anims folder, then the data folder, et voila, there are all the QG anims.

To get 'em to work (for those who don't know how), use:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname switchmove movename

E.G.

player switchmove m1s2wicks

Don't forget to leave .rtm out when you call the animation! Thankfully BIS named the anims the same as the filenames.

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Nice...maybe a release on Silvester (new year) if not on Christmas. (joke)

xmas_o.gif

Merry christmas Cam. wink_o.gif

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Work continues, so never fear.

However, in my constant and obsessive search for perfection (and the fact that I always have to make my own ACU texture), I have decided to redo my base texture.

Thusly, I'd like to ask for any good, hi-res pictures of ACU out here, as large as can be gotten. Anyone with a uniform who can get me a good snap (without flash) of the back of the blouse will get extra points, as ACU is hard to come by in Australia.

@ Navy-Dude-thingy; of course, I will be making light and heavily armoured blokes, so don't worry; several members have already expressed concern that a significant proportion of Army dudes don't wear the DAPs or even the groin plate unless directly instructed to. And no need to be concerned about the big and hugeness factor either, they'll fit in with everyone else too. I've only made them bigger where they should be bigger (has anyone else seen US troops as thin as the base BIS models - I sure as hell ain't.)

An exquisite amount of thanks to Johannes, the DSA team and Jahve for helping me along with permission to use their respective models and/or textures where applicable.

I will also be looking into name tags once I'm satisfied with the textures. Apologies for the delay and quietness of myself, I'm part working hard, part insanely stumped as to how Johannes got his Marines looking so darned good, part normal mapping and part frustrated that I can't just copy pics directly off army.mil and have them show up in game as models. :P Hope the new year has been good for y'all.

EDIT - Please note, the back of the blouse is better than the front as the pockets and seam tend to disrupt the texture. And I've basically scoured the internet and gotten several zips worth of textures made by others of ACU, some poor; most middling to poor, but feel free to link me up anyway.

EDIT #2 - Nephilim also gets thanks for permission to use certain models + textures. <smacks brain>

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Work continues, so never fear.

However, in my constant and obsessive search for perfection (and the fact that I always have to make my own ACU texture), I have decided to redo my base texture.

Dont make it out to be a badthing Cam xmas_o.gif All the time in the world.

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archsceptic: I think its big enough, but as you can read, Cam need photos of back of the blouse = camo only, without pockets etc..

I am going to send my photos of back of the blouse tomorrow. (high res. of course)

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