ravendk 25 Posted June 27, 2007 I finaly got around working on a desert tan for oure 4x4 Share this post Link to post Share on other sites
dmarkwick 261 Posted June 28, 2007 Yes, those are angels each person that dies pops an angel who then ascends to heaven. Actually it's just a bit of fun, it got old pretty quickly and I've already disabled it Share this post Link to post Share on other sites
GIJOE94 0 Posted June 28, 2007 wierd... why not make a ghost of thier body instead of an angel? Share this post Link to post Share on other sites
Psychonaut 0 Posted June 28, 2007 @DMarkwick You´re smoke-mod does really look excellent. Any Idea, when you´re able to release it? And most important: does this work in SP, too? Share this post Link to post Share on other sites
dmarkwick 261 Posted June 28, 2007 @DMarkwickYou´re smoke-mod does really look excellent. Any Idea, when you´re able to release it? And most important: does this work in SP, too? I'm unable to release it until I get the mipmap error sorted (I'm starting to think it's related to the .paa file not being the same size as other files) and also do something about the awful large-particle performance of ArmA. I might, however release a much simpler addon that just uses the default textures rather than my own animated textures. It still looks good, but not quite the release I was hoping for And the addon will be client-side eye-candy only, so it shouldn't make too much difference whether you're in MP or SP Share this post Link to post Share on other sites
AfrographX 0 Posted June 28, 2007 Nice idea with the angels Share this post Link to post Share on other sites
Psychonaut 0 Posted June 28, 2007 Sounds really promising Can´t wait to test it! Share this post Link to post Share on other sites
Gigan 1 Posted June 29, 2007 Ascending Angels.. very interestting. I hope the effect glittering accompanies ascension. Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted June 29, 2007 I must say I'd much rather prefer having THE nicest angel ever seen in OFP/ArmA... How about it, Nephilim? Plllllleeeeeeeeaaaaaaaaaaaaasee... Share this post Link to post Share on other sites
Shadow NX 1 Posted June 29, 2007 For those intrested... Heres a new video by Kenji featuring the T-64BU for the SLA troops. Youtube video As for the music... Kenji said it was a total random pick Share this post Link to post Share on other sites
Blackbuck 9 Posted June 29, 2007 Might wanna try getting that video link to the uk or us version of 'tube. Mine got changed to the Japanese one... Share this post Link to post Share on other sites
belgerot 33 Posted June 30, 2007 That T-64BU looks wonderful! Share this post Link to post Share on other sites
Ironsight 1 Posted June 30, 2007 Might wanna try getting that video link to the uk or us version of 'tube. Mine got changed to the Japanese one... Just click the flag in the top right. Share this post Link to post Share on other sites
Blackbuck 9 Posted June 30, 2007 :P I know how to do that, I was just saying for people that by a miracle don't havea youtube account or are new to it. Cheers anyway I-S. Share this post Link to post Share on other sites
nephilim 0 Posted July 2, 2007 some ugly demon dude - 1 hr noodling with mudbox. 4k low poly model with a normal map derrived from a 1.2 billion hi-res model http://img224.imageshack.us/img224/5082/demonturntablelowwh3.gif fixed the link Share this post Link to post Share on other sites
JAMF 0 Posted July 2, 2007 some ugly demon dude - 1 hr noodling with mudbox.4k low poly model with a normal map derrived from a 1.2 billion hi-res model That link is broken? Share this post Link to post Share on other sites
Col. Faulkner 0 Posted July 2, 2007 Judging from the appearance of the ArmA soldiers is it possible to estimate how many polys the high-res models used to make the normal maps for them might have used (if that is indeed how they were made)? Their maps don't seem to be very sophisticated. Share this post Link to post Share on other sites
Guest Ti0n3r Posted July 2, 2007 Maybe a bit late, but nice work MehMan Share this post Link to post Share on other sites
Commando84 0 Posted July 2, 2007 worked for me, i just opened it in a new tab, using firefox. Share this post Link to post Share on other sites
nephilim 0 Posted July 2, 2007 @Col. Faulkner the legs and sleeves might have been made from hi poly data but the gear is definately made with the ps-plugin Share this post Link to post Share on other sites
Panda-PL- 0 Posted July 5, 2007 My own work. Wings3D, 1.4k faces. CO and SM are 512x512, normal map is 1024x1024. Unwrapped to single texture. Release soon. I have some problems with ArmA's per-vertex lightning - as can be seen here just below the safety... On the sides it's not a problem, I can just apply sharp faces, but the top is round and also has long polygons . I guess it can't be helped. Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted July 5, 2007 some ugly demon dude - 1 hr noodling with mudbox.4k low poly model with a normal map derrived from a 1.2 billion hi-res model http://img224.imageshack.us/img224/5082/demonturntablelowwh3.gif fixed the link That guy just sooooo reminds me of that new kind of Alien seen in Aliens 4... Share this post Link to post Share on other sites
Synide 0 Posted July 7, 2007 Judging from the appearance of the ArmA soldiers is it possible to estimate how many polys the high-res models used to make the normal maps for them might have used (if that is indeed how they were made)? Their maps don't seem to be very sophisticated. At a guess, approx. 5980 faces in the View Pilot LOD in a sniper model. A soldier possibly 7700 and a medic maybe 6500. Share this post Link to post Share on other sites
cl10k 0 Posted July 7, 2007 O.T. but approx. 7000 faces is nothing(! for a highres model. usually highres models for non-technical things are made by exporting them to mudbox/zbrush and you wont get any quality results with so few polys. http://forums.cgsociety.org/showthread.php?f=39&t=479896 take a close look at this topic over at cgsociety. or here: http://www.flashpoint1985.com/cgi-bin....hl=deli delirium did some good work on the highres-part using ~500k faces - which is a normal value for highres modelling... sorry for O.T. Share this post Link to post Share on other sites
Synide 0 Posted July 7, 2007 lol, yeah, didn't really read his post thoroughly, those counts are for low res ofcourse with the normal maps added on top in game for the 'illusion'... there are only 2 ways I could think of to know the true 'high poly' version of current BIS models (for using as a guide/rule of thumb to developing one's own models)... 1. would be to have access to the originals and 2. would be doing some heavy duty differentiation, algebra and calculus - break out the 'old' school texts books. Still, based on 'low poly counts' i'd say around 10k-15k for the hi-res for characters - the pro modellers would have a better idea than I how many more 1k's poly's to added for a guesstimate... one of the guys i'm 'working' with has been getting down to 4% polys from his hi res stuff (depending on what it is ofcourse) Share this post Link to post Share on other sites