.kju 3244 Posted February 16, 2009 Looking mikebart What kind of clutter do you intend to combine it with? I guess some new clutter made by you? Share this post Link to post Share on other sites
mikebart 1 Posted February 16, 2009 @Panda, yeah true, shame it also takes 10x longer  @Q, I've got some tall grass models rendered from the same models as the tilable texture. http://img385.imageshack.us/img385/1174/vegetation01dcopypv1.jpg I actually made alot of stuff this a few years ago, when I was moding with doom3, so im just bringing alot of assets over to Arma, but rendering things at higher resolutions and improving lighting. Thats another good thing about rendering textures from models, they never really age, you can easily recycle them, which is important i think in this day and age with the way assets become obsolete as technology moves forward. Share this post Link to post Share on other sites
bravo 6 0 Posted February 17, 2009 is this action possible (by script or addon) in ArmA engine, using soldiers to achieve the desired purpose? Share this post Link to post Share on other sites
max power 21 Posted February 17, 2009 is this action possible (by script or addon) in ArmA engine, using soldiers to achieve the desired purpose? Addon requests go in the addon request thread. Share this post Link to post Share on other sites
mikebart 1 Posted February 18, 2009 Im not too sure about the long stemy bits, the whole cluster is only 15 tris, but its a 2048x2048, ill see how I go but might need to drop it down to 1024, any opinions on that? the ground textures are also 2048's Share this post Link to post Share on other sites
.kju 3244 Posted February 18, 2009 looks good on a SS yet real deal is ingame in motion (wind), transition between clutter and no clutter, different perspectives and so on. so hard to tell this way. Share this post Link to post Share on other sites
nephilim 0 Posted February 18, 2009 sweet jesus.. 2k for a grass texture. bit of an overkill dont you think? 1k should be the maximum. Share this post Link to post Share on other sites
paragraphic l 2 Posted February 18, 2009 is this action possible (by script or addon) in ArmA engine, using soldiers to achieve the desired purpose? I guess it would need a lot of condition checks to have such an option function as desired. Unit 1 would need to have a check if he is near a building/wall, which should generate the action that he positions himself as the base for Unit 2 Unit 2 would need to recognise that Unit 1 has activated his stance and get the action to climb on Unit 1. When on top of Unit 1 he would need to have another check, checking if he is at a position where he can climb on a roof or edge and get the second climb action. Now I'm no addon maker/scripter and actually have no knowledge about this, but I guess thats how it should work. I expect that this action would need to be created like the drag wounded unit action. So you'd have some sort of vehicle/ladder created around Unit 1 and another ladder on top of the unit. Share this post Link to post Share on other sites
bravo 6 0 Posted February 18, 2009 Quote[/b] ]I expect that this action would need to be created like the drag wounded unit action Thats exactly what i thought. If the drag animation was created why wouldn't this be possible aswell. Share this post Link to post Share on other sites
GodHammer 0 Posted February 18, 2009 Added a Fab-500 M62 HE to my collection, LOD1 and Shadows done, now LODding down for a better ingame performance. LOD1 have a total of 382 faces, one 512x512 Texture Share this post Link to post Share on other sites
mikebart 1 Posted February 18, 2009 sweet jesus.. 2k for a grass texture.bit of an overkill dont you think? 1k should be the maximum. Yeah, ill see how i go with that, they should hold up pretty well as 1024s, i just cant help myself sometimes Share this post Link to post Share on other sites
Commando84 0 Posted February 18, 2009 Godhammer your texture on the bombs look very awesome! Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 18, 2009 Godhammer, Looks great. Hope you are considering making your weapons an external pack/pbo that can be used by anyone, I'd love to upgrade the Su33 etc such to these weapons are the new standard ..... hope you are switching off the GEO LOD collisions too. Share this post Link to post Share on other sites
GodHammer 0 Posted February 18, 2009 When every model will be completed and ready I will release a Ammo Pack for sure. For the moment I just send the models to Modders who are in need, so they can complete them as they please. Mostly I take care and am worried about texturing, I'm not such a good modeler Thanks for comments and good work everybody! Edit: 4 LODS done on the Fab500... now it just needs Normals-Materials-Speculars. Share this post Link to post Share on other sites
mikebart 1 Posted February 19, 2009 they're not clutter yet, I just placed them in visitor for a quick visual test, is it possible to view clutter in bulldozer before I run the map ingame? Share this post Link to post Share on other sites
wipman 1 Posted February 19, 2009 Hi, that grass and those ground textures look really really good, i hope that some island maker use 'em in his/her next island; it's really impressive. Very good job. Let's C ya Share this post Link to post Share on other sites
mr.g-c 6 Posted February 19, 2009 Yes awesome grass!!! Maybe Q can use it for ACE-Island pack? Share this post Link to post Share on other sites
bravo 6 0 Posted February 19, 2009 they're not clutter yet, I just placed them in visitor for a quick visual test, is it possible to view clutter in bulldozer before I run the map ingame?[im]http://img3.imageshack.us/img3/503/grass02sf3.th.jpg[/img] Not that i know of. Clutter can only be seen in game after Config.cpp being loaded. Share this post Link to post Share on other sites
mikebart 1 Posted February 19, 2009 Thanks guys, I can release the grass textures/models as a seperate package, then anyone can use it, ill post up a thread in 'Addons Complete' once I fix some scale issues. Share this post Link to post Share on other sites
luki 53 Posted February 19, 2009 Looks impressive mikebart, cant wait to test it on some islands Share this post Link to post Share on other sites
Binkowski 26 Posted February 19, 2009 Awesome work mikebart. Keep it up! Share this post Link to post Share on other sites
lennard 447 Posted February 20, 2009 Have been working on a wrecked hmmwv, just a static one which can be used in missions. http://img262.imageshack.us/img262....MG] http://img410.imageshack.us/img410....MG] Still need to work on the broken glass Share this post Link to post Share on other sites
blazer01 0 Posted February 20, 2009 is this action possible (by script or addon) in ArmA engine, using soldiers to achieve the desired purpose? nice models  er is my MK1 Viper iv been working on hope you all like  http://i7.photobucket.com/albums....-98.png http://i7.photobucket.com/albums....-64.png http://i7.photobucket.com/albums....-87.png http://i7.photobucket.com/albums....-45.png Share this post Link to post Share on other sites
PhilippRauch 0 Posted February 20, 2009 Hi, here a video of my Javelin Addon, showing off mainly its targetting system. You cannot lockon with this right now, its still using the arma locking system. My locking system will be added later. Unfortunately i cannot remember any YouTube passwords of my accounts at youtube, so no streamed video yet... only downloadlink http://www.yourfilelink.com/get.php?fid=487060 ( *.wmv at about 18MB! ) I tried to make it look like its using the javelin targetting system though... sometimes i was fast enough to fire the weapon sometimes it shows nolock but still... its about 75% done on side of scripts, i will add locking system and missile guidance later on as well do some polishing... Share this post Link to post Share on other sites