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Telejunky: if i'm not wrong I already saw these in La Samula map by Alex.Sworn? In SW part on the hill?

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ah now i saw them ingame!thx! I built two models so the rotor could be animated...another fact is that mine got a diameter of 6.5m at the bottom and it is very huge. With one blade standing to the top it is ~150m high the tower alone is something about 107m above the ground...Next point is that this is intended to be more realistic, compare the blades and you will see smile_o.gif

So all in all this would be a different type of windturbines, maybe ideal for offshore windturbines. whistle.gif

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Hi, the "wind mills" in La Samula island were made long ago for the

OFP by DKM Rastasomething...? or Afrosomething...!? back in those

days and are clearly not the same ones that this ones by Telejunky.

This ones look much better and will look even better if they had

the same kind of intake down the rotor blades than a P40 Warhawk.

Let's C ya

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Nice one, telejunky smile_o.gif

Will the turbin be enterable? Would be cool, if it's really that big (~100m++). Also some kind of service-platform would be sweet.

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I'd just like to make a suggestion to all modders creating rifles or such like which utilise holographic sights. Please include the parallax effect on them. See my video of it below.

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the parallax effect is sure nice, but ,what is the point when you can't see any difference when you're in 'looking down the sights mode' and when you're not looking down the sights you won't see the dot anyhow, as you're head is too far to the right?. It is a nice technology demonstration in my opinion, and that about it, since you would be a silly billy to hold free view button down and look at your weapon to see where its aiming.

I hope i make sense, becuase it was kind of hard explaining.

Ah, that's ofcourse unless you have track-ir...nm, i take what i said back.

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  (oyman @ Feb. 08 2008,02:15) said:
vroom vroom?

brum brum?  biggrin_o.gif

ice car ur making there mate! wink_o.gif but I am not too sure about that US flag out ther rofl.gif

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That's a proxy placeholder, it'll show flags in MP (CTF) and flags in SP added by a command.

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  (TheSun @ Feb. 08 2008,18:05) said:
That's a proxy placeholder, it'll show flags in MP (CTF) and flags in SP added by a command.

Yep, and it's nice to notice that he's also included the clan sign - many addons disregard these kinds of small features. (I guess I should implement them for my Lada... whistle.gif )

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Very nice, Neon. It's coming along. The bump map is still way too strong, but I see that your textures are a ways from being completed.

edit:

Here's the latest from the low poly version of my marder. the exterior is almost completed in terms of form. For my demo reel I'll have the exterior modelling and texturing done for the high and low poly models, but I doubt very much that I will have much in the way of an interior.

3901160168.jpg 390116019.jpg

3901160131.jpg 3901160197.jpg

There are some things I haven't got to yet on there, but anything you see is fair game for crits or comments.

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  (ryankaplan @ Feb. 07 2008,23:02) said:
the parallax effect is sure nice, but ,what is the point when you can't see any difference when you're in 'looking down the sights mode' and when you're not looking down the sights you won't see the dot anyhow, as you're head is too far to the right?. It is a nice technology demonstration in my opinion, and that about it, since you would be a silly billy to hold free view button down and look at your weapon to see where its aiming.

I hope i make sense, becuase it was kind of hard explaining.

Ah, that's ofcourse unless you have track-ir...nm, i take what i said back.

It's not just for technology, it's actually useful, too. With the BIS aimpoint, walk (easier to tell when crouched) sideways whilst aimed and fire. The bullets will hit all around the place, and you can't properly tell where they will hit, because the aimpoint dot does not work realistically. It should be only visible exactly where your rifle is pointing, so the bullet will always hit exactly where the hologram is. So even when walking, with the dot jerking around, if you fire at an enemy during the short time the hologram dot is on him, he should be hit.

I hope you understand.

By the way, really lovely work, people. Loving the tanks.

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awesome retex dude.. awesome...

you know, buttpack is called buttpack for a reaseon.

the top ones dont really look like sf..

just like pmc´s with different trousers (OMG blood-diamond-pants)!

why do the sf have a black thigh-holster wheras the pmc´s have a tan one?

guess its delta?

get more reference mate....

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  (ryankaplan @ Feb. 08 2008,00:02) said:
the parallax effect is sure nice, but ,what is the point when you can't see any difference when you're in 'looking down the sights mode' and when you're not looking down the sights you won't see the dot anyhow, as you're head is too far to the right?. It is a nice technology demonstration in my opinion, and that about it, since you would be a silly billy to hold free view button down and look at your weapon to see where its aiming.

I hope i make sense, becuase it was kind of hard explaining.

Ah, that's ofcourse unless you have track-ir...nm, i take what i said back.

You can make out the difference easily when walking sideways while looking down the sights. When the rifle twists to the right the dot of the aimpoint is left from the point of impact as it is in the middle of the tube and you're looking through it from an angle.

If you use one of the working sights the dot is not inside the tube but really a few meters in front of the rifle and moves to wherever the barrel is pointing.

So there really is a notable difference even in sight mode and without a using trackir.

Sorry for the offtopic, but I just want to second Sabre_UKs plea. If you make a weapon with holographic sights, make them work as they should. It's really cool and there should be a thread about it around somewhere. smile_o.gif

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  (nephilim @ Feb. 10 2008,09:17) said:
awesome retex dude.. awesome...

you know, buttpack is called buttpack for a reaseon.

(...)

get more reference mate....

I totaly agree with you.

You've done an excellent job coma73, but your SF looks more like contractors than spec force operators.

By the way, contractors really mess in game.

So, don't call them "SF" but "contractors and everybody will be happy ! wink_o.gif

PS : you'd better remove those pouches on the stomach and add some on the legg.

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  (nephilim @ Feb. 10 2008,09:17) said:
awesome retex dude.. awesome...

you know, buttpack is called buttpack for a reaseon.

the top ones dont really look like sf..

just like pmc´s with different trousers (OMG blood-diamond-pants)!

why do the sf have a black thigh-holster wheras the pmc´s have a tan one?

guess its delta?

get more reference mate....

ya they are just for show, they are based on a few different sf guys ive seen, rangers? green beret? not sure im just making them how i like really, a lil hollywood and a lil realism. but ive used existing gear cuz im not really a modeller just retex.

if ya look at this pic there are a few green berets with similar outfits

ht_berets06_070530_ssh.jpg

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It's your work, so do as you want. wink_o.gif

In 'stan, SF and delta operators are equiped with the official BDUs.

Meanwhile, I've already seen pics of deltas wearing denim pants and black SOCOM vests (pics shot in y 2002/03 if i well remember).

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  (nephilim @ Feb. 10 2008,09:17) said:
awesome retex dude.. awesome...

you know, buttpack is called buttpack for a reaseon.

the top ones dont really look like sf..

just like pmc´s with different trousers (OMG blood-diamond-pants)!

why do the sf have a black thigh-holster wheras the pmc´s have a tan one?

guess its delta?

get more reference mate....

hehe get a job..... biggrin_o.gif

Seriously though as far as the reflex sights go, the Aimpoint dot is less stable than the EOTech/Trijicon Reflex, so I'm sure that BIS, like many other games, has to account for game engine vs. how it really works. You also have to realize that head movement in any FPS is more restrictive than it is in real life. You don't always walk as they do because the game can't support true human movement, which is why we have what we have.

Neph, most of the issued holsters are black, which is understandable why it's on there. Then again the purchasing requirements of SF and PMCs are similar, so it could be "personal preference" SF is always hard anyways due to the fact that they have more leeway.

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"Green berets" is just a nickname for US Army Special Forces. Its not a unit like "5th SFG The Green Berets".

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The black colours are too black. You're deadening your textures and killing opportunities for detail to sell your units.

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  (plaintiff1 @ Feb. 11 2008,11:14) said:
The black colours are too black...

Yes, remarkably so. One's eyes just slide off those T-shirts!

Remember; "black" clothing is never really "black".

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  (Col. Faulkner @ Feb. 11 2008,16:22) said:
  (plaintiff1 @ Feb. 11 2008,11:14) said:
The black colours are too black...

Yes, remarkably so. One's eyes just slide off those T-shirts!

Remember; "black" clothing is never really "black".

"its just a really really dark shade of blue only priests clothes are really black" Father Ted

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