DaSquade 0 Posted September 4, 2009 NodUnit: Don't see why you would want to chamfer a cilinders cap if it needs to be sharp. Not what it needed to be + only added more faces. What would be ideally i think (but i don't know much about the technical side), is to cut/past the caps. So you have a non connected cap, meaning it will be automaticly sharp outer edges and afaik this is what the game engine has to do with sharp edge stuff (calculate hard edges and disconnect them during progressing for rendering ingame). That is why i recently started to import pure FBX models (with disconnected hard edges from modo). But again not sure if it helps the loading and progressing of the models by the engine. Share this post Link to post Share on other sites
SASAli 10 Posted September 4, 2009 Are you planning on making a model of those spacecraft? Indeed I am, Starting some time next week with some luck. Share this post Link to post Share on other sites
nodunit 397 Posted September 4, 2009 NodUnit: Don't see why you would want to chamfer a cilinders cap if it needs to be sharp. Not what it needed to be + only added more faces.What would be ideally i think (but i don't know much about the technical side), is to cut/past the caps. So you have a non connected cap, meaning it will be automaticly sharp outer edges and afaik this is what the game engine has to do with sharp edge stuff (calculate hard edges and disconnect them during progressing for rendering ingame). That is why i recently started to import pure FBX models (with disconnected hard edges from modo). But again not sure if it helps the loading and progressing of the models by the engine. Would that have any effect on section count? I'm a bit rusty on what causes it, all I remember is separate textures. Either way such would be good to know since section counts are important too :). Share this post Link to post Share on other sites
Steakslim 1 Posted September 4, 2009 Indeed I am, Starting some time next week with some luck. Oh, well disregard my comment then, good luck. Share this post Link to post Share on other sites
DaSquade 0 Posted September 4, 2009 Would that have any effect on section count? I'm a bit rusty on what causes it, all I remember is separate textures. Either way such would be good to know since section counts are important too . No influence on section count. The only thing that influence section count are textures and materials. You some times encounter section errors when you copy stuff out an other lod...but nothing that can be fixed (just a mather of right clicking the texture list and resetting the path). But again not sure if it actually helps. Could be binarizing the model already splits hard edges. I leave that to someone who knows. Share this post Link to post Share on other sites
Nazul 10 Posted September 7, 2009 Hey SNKMAN our addons are going to go together sooo nicely :) you're interested in the actual explosion event, while I'm interested in what comes after :) Great too see you guys work together! Share this post Link to post Share on other sites
dm 9 Posted September 7, 2009 No influence on section count. The only thing that influence section count are textures and materials. And user values, and face order, and proxies. Share this post Link to post Share on other sites
DaSquade 0 Posted September 7, 2009 Mark, care to share what 'user values' actually mean? I thought it was best to keep them all on 0 as they didn't contributed to anything. Hm, didn't knew face order influenced section count. At least i never noticed any change :s . As for proxies, afaik one or more will only add 1 section as 'unmapped'. Anyway, bit offtopic, but might be nice to know what something means... Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 7, 2009 (edited) Early WIP Edited July 21, 2011 by [APS]Gnat Share this post Link to post Share on other sites
Inkompetent 0 Posted September 7, 2009 B-52 Stratofortress?! Awesome! Share this post Link to post Share on other sites
fincuan 0 Posted September 7, 2009 Next WIP: An airfield big enough to accomodate that beast :) Share this post Link to post Share on other sites
lee_h._oswald 0 Posted September 7, 2009 Carpet bombing! MfG Lee :eek: Share this post Link to post Share on other sites
MEDICUS 0 Posted September 7, 2009 Very nice tanks, Topas! Looking forward to use them! Is Kenji still on board? MfG, Medicus Share this post Link to post Share on other sites
Binkowski 26 Posted September 7, 2009 Mmm, the B52....can't wait! Also, Schnapsdrosel if you release that...all we need is the girl...and some zombies....and a creepy island. And we'll be set! Share this post Link to post Share on other sites
topas 1 Posted September 7, 2009 Nice reports all! That stratofortress looks spooky :) Having the good old Bear as a counterpartwould be pure awesomeness! @Medicus Yes, he's alive and kicking.. Due to the attachment limit I did put only one shot of his T80;but plan on paying some more attention and devoting a single post just to show it sometime soon. MfG Topas ;) Share this post Link to post Share on other sites
soul_assassin 1750 Posted September 7, 2009 @Gnat Awesome fortress :) My suggestion: leave out the normal maps. Due to the nature of photoshop generated normal maps u have panel lines at about 10 cm thick which is rediculous. Just subtly draw them on in deffuse. In real life its hardly a mm or 2 between panels which if you look at it from different angle wouldnt even produce a "normal map" effect. Share this post Link to post Share on other sites
soldier2390 0 Posted September 8, 2009 wow..very nice B-53 Gnat! sure wished that was around for arma1, oh well still looks alsome tho! good luck! Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 8, 2009 @GnatMy suggestion: leave out the normal maps. Due to the nature of photoshop generated normal maps u have panel lines at about 10 cm thick which is rediculous. Just subtly draw them on in deffuse. In real life its hardly a mm or 2 between panels which if you look at it from different angle wouldnt even produce a "normal map" effect. Yeh, your talking about one of the few things thats annoying me about this model (apart from low poly, but I'm not about to attack that) is the normals. I'm doing it with crazybump, but the real problem is the size of the Normal Texture map file vs the size of the bomber! LOL Its likely I'll either drop the normal map or upsize dimensions so it doesnt look so "thick". Oh, by the way guys, it F^%$&%$ AWESOME to watch it lay a line of bombs across the ArmAII landscape!! Yes, intend to do a couple load-outs Gunner position has a movable optic Nearly cured it of the AI's dive-bombing that was so annoying in A1 And yes, I may have to find a rough OPFOR bomber to counterpart! Share this post Link to post Share on other sites
mankyle 408 Posted September 8, 2009 I think you had access to a wonderful Tu-22 Backfire. That would be a good counterpart for the BUFF. Arm it with anti ship Moskit missiles or other cruise missiles and there you'll have a worthy opponent for your ships ( BTW, I hope you have some worthy pics of the frigates soon). Share this post Link to post Share on other sites
Binkowski 26 Posted September 8, 2009 The TU-22 Backfire is good, I prefer the TU-160 Blackjack, but it's his decision. Share this post Link to post Share on other sites
suhsjake 1 Posted September 8, 2009 I think a Tu-95 Bear would be more fitting ... and its pretty freakin awesome. Share this post Link to post Share on other sites
TechnoTerrorist303 10 Posted September 9, 2009 tu-95 and b-52 would be amazing to have in game although currently there is not a map available big enough to really make them worthwhile (unless someone has one already). That's not to say they wouldn't be awesome even on Utes... I hate to think what the framerate would drop to though if those planes unloaded a bay full of freefall bombs... Share this post Link to post Share on other sites
Binkowski 26 Posted September 9, 2009 tu-95 and b-52 would be amazing to have in game although currently there is not a map available big enough to really make them worthwhile (unless someone has one already).That's not to say they wouldn't be awesome even on Utes... I hate to think what the framerate would drop to though if those planes unloaded a bay full of freefall bombs... True, but we could do special operations missions where you go into the airfield and destroy them, or something of that nature. Share this post Link to post Share on other sites
Alex72 1 Posted September 9, 2009 They can also be in the beginning of a mission. See them come and smash a city up before you go in. Or they come in and take out a lot of a large force and you deal with the rest. They can come in the end of a mission to destroy a village completely. You see them come as you rush away. :) The possibilities are endless. To fly them - thats maybe where the maps are too small, but definatelly not as a part of a mission. Alex Share this post Link to post Share on other sites