Enixj7 0 Posted March 26, 2008 Up the armor values so AK rounds dont do as much damage to it I take those strikes Cam posted are from the forbidden word? Share this post Link to post Share on other sites
shinRaiden 0 Posted March 27, 2008 I take those strikes Cam posted are from the forbidden word? Correct Share this post Link to post Share on other sites
sparks50 0 Posted March 27, 2008 Looks awesome Regarding the cage armor(I cant remember the correct name of it), Will you do it so that RPGs causes less damage if they hit the cage? Is this even possible with the Arma engine? Share this post Link to post Share on other sites
Chip360 0 Posted March 27, 2008 Okay, Armor values will be spot on dont worry, and it is planned that the slat armor will be working and functional (We are trying for this, but first modeling and texturing is in focus, then we will get into scripting) Edit: I believe it will be possible. Btw, @Frederf, Look forward to seeing your work in action, Ryujin was telling me about the plans for the system and I think just implementing what I heard would be AMAZING for ArmA, Im glad someone as talented as yourself is working on them (I would explode if I tried the level of scripting you do ) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 27, 2008 @ Chip, I meant to send you a PM today but had to attend a funeral - anyway I digress. What I wanted to tell you is concerning this quote from your hi-res texture thread: Quote[/b] ]Edit: Upon giving this more thought I realized- there seems to be a lot less decline in quality when you take a 1024x512 resolution texture and convert it to a 1024x512 .paa, so maybe, instead of using one two large main textures for the entire stryker (including tires and the gas tank and all sorts of other details) I should just re-Uv map the model and use a seperate texture for each section, like divide it up so the quality loss is less, but this will be very time consuming and probably difficult for myself, so maybe we can solve this thing without having to take that type of action quite yet. DO NOT do this - this will increase your section count, and seeing as the Strykers are likely to have many sections, this = shite performance. Use fewer and larger textures rather than having billions of small ones. Have as many polies as you like, but keep the number of sections to a minumum. I'll try and help you with your hi-res texture issue, since I have a good GFX card. Keep up the good work. Share this post Link to post Share on other sites
Chip360 0 Posted March 27, 2008 All right cameron, thank you a lot, I will avoid the high section counts then =] Share this post Link to post Share on other sites
frederf 0 Posted March 27, 2008 Yo Ryujin, did you launch your models off of Cameron's models? Why not? Scripts have moved a modular design and a lot smarter all around. It just needs the test and the passive system should be done except for the user/dynamic tie-ins. Share this post Link to post Share on other sites
Ryujin 0 Posted March 27, 2008 Cameron has made strykers? I didn't know there was some existing strykers... you sure your not confused with the ones from victor bravo sierra duce Share this post Link to post Share on other sites
pauliesss 2 Posted March 27, 2008 Cameron has made strykers? I didn't know there was some existing strykers... you sure your not confused with the ones from victor bravo sierra duce No, its a picture from VBS2. Share this post Link to post Share on other sites
frederf 0 Posted March 27, 2008 Ok then those really aren't up for grabs. I'm really against duplicating work when addon-making. Speaking of I should really look hard at CEX before I code any more IIVS ><. There's a good chance I'll make everything CEX based. Share this post Link to post Share on other sites
Ryujin 0 Posted March 31, 2008 Well, I've been thinking about it and a M1114 with CROWs dosn't seem like it'd be tricky, so I think it may make a spot as an extra in this pack, once everything else is done. Maybe I'll toss in a M707 if I'm feeling generous. These will only get added once the pack is pretty much done and only if they're not complicated (I don't think they would be). Share this post Link to post Share on other sites
Frank-O 0 Posted March 31, 2008 Hi all, I'm not a modder, and have never made an addon for ArmA nor OFP. But I think I need to clarify what's happening with chip's case. His 4x2K texture for the stryker is being compress and reduced in colospace when converted from 32 bit targa (.tga) to ArmA's format (.paa) via TexView2. What happens is that the red diamond and font for the gas tank is losing resolution and color space, so that it becomes illegible and blocking artifacts from the compressed color space (red in this case on a field of olive drab) When the texture is extracted to a 512x512 image, then converted, the artifacts do not show up, and the font is clear. On a parallel note. let's say I make something big like a 727 in ArmA, but I want decals and labels on the side of the fuselage, say a 2x1 foot sign saying "Caution, Flammable Input Valve", or a 12"x2" sign "Watch Step Here" on the bottom of the hatch. How would I do that with one 2K texture? Share this post Link to post Share on other sites
Messiah 2 Posted March 31, 2008 you make things you want to read larger on the tex panel. For things such as his red diamond, make a seperate part of the texture with a larger version of this diamond, and the map a seperate one sided face with it above the corresponding position on the hull. This will create a nice crisp legible diamond on the 1st LOD. On the further lods just use the normal distorted triangle situated on the hull texture itself as no one will be able to tell at range. Share this post Link to post Share on other sites
Halochief89 0 Posted April 10, 2008 Be nice if you could add a main cannon to it such as GRAW1 and GRAW 2 shows making the stryker look bradley like. Share this post Link to post Share on other sites
max power 21 Posted April 10, 2008 Be nice if you could add a main cannon to it such as GRAW1 and GRAW 2 shows making the stryker look bradley like. LAV 25? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 10, 2008 Be nice if you could add a main cannon to it such as GRAW1 and GRAW 2 shows making the stryker look bradley like. LAV 25? LAV-25 is on a Piranha I chassis. Sticking a delco turret on a Stryker would be more similar to the LAV III used by Canada and New Zealand (as NZLAV). Share this post Link to post Share on other sites
Xenios 0 Posted April 11, 2008 I don't know if anyone else has mentioned this, but it also would be nice if the driver's hatch wasn't opened at such a wide angle as on the BIS model. I think the BIS stryker has the hatch open at least 70 degrees. In real life, Stryker drivers crack open the hatch at a shallow angle (like 30 or 45 degrees)--this gives more protection to the driver and doesn't block the gunner's view. I encountered this problem in a coop last night, when my Stryker gunner kept yelling at me to shut the damn hatch, and I kept opening it up again so that I didn't run over friendlies. Share this post Link to post Share on other sites
Chip360 0 Posted April 12, 2008 @Plaintiff and all of them Yeah, I think one of you were referring to the LAV-25 lol, but we are making a Stryker MGS (Mobile Gun System): Share this post Link to post Share on other sites
Halochief89 0 Posted April 12, 2008 such as that yes Share this post Link to post Share on other sites
MehMan 0 Posted April 12, 2008 Yes, indeed, a cobra. Share this post Link to post Share on other sites
Ryujin 0 Posted April 12, 2008 yes I know, just testing it. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 13, 2008 great thermal sights..... looks pretty cool.... Regards, Christian Share this post Link to post Share on other sites
Inkompetent 0 Posted April 13, 2008 Be nice if you could add a main cannon to it such as GRAW1 and GRAW 2 shows making the stryker look bradley like. LAV 25? Probably talking of the Stryker MGS: Share this post Link to post Share on other sites