mechastalin 0 Posted June 15, 2007 2S9 Nona http://i12.photobucket.com/albums/a248/Autozam/Nona1.jpg Share this post Link to post Share on other sites
wolfbite 8 Posted June 15, 2007 Whats polylimit for arma?? just looked through this whole thread... and its just amazing to see what people are doing Share this post Link to post Share on other sites
Farles 0 Posted June 16, 2007 around 12,000 triangles per LOD Share this post Link to post Share on other sites
xnodunitx 0 Posted June 16, 2007 Oh awesome! Very high..will be nice for simclass visual models...by the way, do you by chance know how many "sharp" surfaces are allowed? I remember OFP having a bug where if too many sharp edges were present, the area around the addon would go hayire with a big graphical bug. Share this post Link to post Share on other sites
adumb 0 Posted June 16, 2007 around 12,000 triangles per LOD Quote from a BIS dev on this? i have had many many many more in OFP then that. <<<<edit>>>> Once you will have more than 32767 vertices or faces, your model will stop working because of 16-b index overflow. Other than that, there should be no fixed limit.Number of vertices is linked to the number of points, but it is usually higher (and you cannot check this number in O2). If this is the same for ArmA i am not sure, if a Dev could post letting us know that would be great!! Share this post Link to post Share on other sites
MehMan 0 Posted June 16, 2007 The guess is at 12k. You can try DXRipper to extract some ArmA models to use for poly refrence. Share this post Link to post Share on other sites
AfrographX 0 Posted June 16, 2007 12K seems a bit low. A lot of OFP models already break that limit. Share this post Link to post Share on other sites
dm 9 Posted June 16, 2007 12K seems a bit low. A lot of OFP models already break that limit. A lot of poorly optimised OFP models break that "limit" There is a difference between the maximum possible polycount and the maximum supported polycount (i.e. where you'll still get decent FPS even with multiple units on-screen) I would say that ~12k is quite reasonable. Share this post Link to post Share on other sites
MehMan 0 Posted June 16, 2007 Exteriror or interior? Or both? With both, 12k is good. 12k is high for a lot of games, excluding the newest games. Now with normal maps 12k is definatley a lot. But that's ofcourse the first LOD. If you have a lot of optimised LODs then 12k is ok. Otherwise it's just wasting polies. But the polycount is a very relative thing. Share this post Link to post Share on other sites
telejunky 0 Posted June 16, 2007 Heyho, now im retexturing Gigan's SCUD because the old ofp textures don't math with the rest of Armed Assault. But i didn't found HQ Pics of the SCUD, so they are made from scratch. But the rocket looks surprisingly good with this kind of used effect. I could make some normal and bump maps but i don't know how to edit the config The rocket it self is near its finish but now i know that this is (a lot of) work left Share this post Link to post Share on other sites
VXR 9 Posted June 16, 2007 Heyho, now im retexturing Gigan's SCUD because the old ofp textures don't math with the rest of Armed Assault. But i didn't found HQ Pics of the SCUD, so they are made from scratch. But the rocket looks surprisingly good with this kind of used effect. I could make some normal and bump maps but i don't know how to edit the config  [imghttp://www.armabase.de/cms/content/images/ingame7.1t.jpg[/img] [imhttp://www.armabase.de/cms/content/images/ingame7.3t.jpg[/img] [imghttp://www.armabase.de/cms/content/images/ingame7.4t.jpg[/img] The rocket it self is near its finish but now i know that this is (a lot of) work left  It is looking quite well, only the damaged paint on the missle is kinda weird for a SCUD missle in service. It carries a Nuclear weapon so I do think it is serviced well. Share this post Link to post Share on other sites
gumby123 0 Posted June 16, 2007 the paint wouldn't be much of a concern, besides the most important part is probably the warhead itself Share this post Link to post Share on other sites
VXR 9 Posted June 16, 2007 the paint wouldn't be much of a concern, besides the most important part is probably the warhead itself No paint means rust, and thats what you do not need on a SCUD in real life. The Missle that carries the warhead is just as important as the warhead itself.. The warhead doesnt go anywhere without the missle. Share this post Link to post Share on other sites
Farles 0 Posted June 16, 2007 @Telejunky: Retexturing isnt bad, but I think a remodelling is needed for this model to be up to ArmA's standard. @Polylimit dudes: I got a 18k model ingame and it gave me a: "Too many faces in model ***" error. It was only a 1.000 LOD with memory and landcontact. Share this post Link to post Share on other sites
MehMan 0 Posted June 16, 2007 That's strange, a dude made a pyramid with every brick modeled, the total count was 60k polies and he even had a video to back it up. But I'm not sure if he devided the model and brought it ingame in pieces or was it all one piece. I'm fairly sure it was just one piece. Share this post Link to post Share on other sites
xnodunitx 0 Posted June 16, 2007 Polycounts fine well and all that but what about the amount of surface edges? A properly defined sharp or smooth edge can be just as important as a good texture and model. By the way, great Scud, will you also be modifying the rear/bottom so it looks more complicated and similar to the real thing?? Share this post Link to post Share on other sites
nephilim 0 Posted June 16, 2007 guys take this discussion somewhere else please.. theres already a thread dealing about what arma can handle.. Share this post Link to post Share on other sites
Dynamax 0 Posted June 17, 2007 Death effects could easily be taken 'to far' in Arma, its ok to make it more realistic but you might not want to see organs\guts\brains sprayed and squished all over the battlefield. im not saying extreme gore, just general gibbing like you see in alot of other games. it just really gets to me when i shoot some dude with a .50cal or a HEAT round from my tank, only to watch his compleatly intact body get tossed around like a stiff board. just segment the body into its basic parts add blood and spray effects, and there you have it. ofcouse it would compleatly depend on the ciliber of the weapon used. orriginal halflife is more gory than Arma, but i wouldnt need anything close to the gore of DOOM3 (i can dream right?) Share this post Link to post Share on other sites
Guest Posted June 17, 2007 that was we were talking with my neighboor yesterday, a head falling down off the body whrn shhoting with m107, when you drop a gbu you see bodies, arms and legs flying an staying on the battlefield (as wheels for car, flying turret for tank, plane's wings ...) maybe some of this can be scripted ... could make some amazing addon Share this post Link to post Share on other sites
FischKopp 0 Posted June 17, 2007 I´m not a Mod but: Please stop the disussions here. This is a thread for presenting projects WIP. Not a discussion thread. Comments i think are ok, but not endless discussions. If you have some advices for the modder, give him a PM. Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 17, 2007 Agree FischKopp. Most ppl work recongnise the source of the original model Share this post Link to post Share on other sites
Farles 0 Posted June 17, 2007 Great stuff... Whats the real name of this plane? Arma Rework or OFP port? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 17, 2007 Great stuff...Whats the real name of this plane? Arma Rework or OFP port? It's an Anonov An-12 'Cub'. It was made but not completed by Bloody Days Mod for OFP. They released it as an open-source thing for people to use. IIRC Mapfact polished it up a bit and did a few retex jobs on it. Not sure if Gnat's is a direct port or if he's done any improvements to the model or not but it looks good. Share this post Link to post Share on other sites
nephilim 0 Posted June 17, 2007 80´s dude strikes again guess the name of the celeb :P hint: hes a hottie XD Share this post Link to post Share on other sites
Chris Young 3 Posted June 17, 2007 Very nice job neph' ! Share this post Link to post Share on other sites