prowler.wolf 0 Posted April 11, 2010 Hey everyone, I got some more WIP of Mana Island for you. | Mana Island, Fiji Mana Island, Fiji | Mana Island, Fiji Mana Island, Fiji Share this post Link to post Share on other sites
prowler.wolf 0 Posted April 11, 2010 Heres some more, should be getting close to release soon. | Mana Island, Fiji Mana Island, Fiji | Mana Island, Fiji Mana Island, Fiji Mana Island, Fiji Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 11, 2010 Beautiful stuff. A nice, plausible place to deploy the diggers... but in the map overview, is that a runway underwater? Share this post Link to post Share on other sites
roberthammer 582 Posted April 11, 2010 Very Nice Fiji :) Share this post Link to post Share on other sites
prowler.wolf 0 Posted April 11, 2010 I need to finish the config for clutter and the runway/grid. So yes, it is underwater :P Share this post Link to post Share on other sites
pauliesss 2 Posted April 11, 2010 (edited) Nevermind, thanks Cam !!! Edited April 11, 2010 by Pauliesss Share this post Link to post Share on other sites
abs 2 Posted April 11, 2010 Great work, prowler.wolf! That map looks bloody brilliant!!! Abs Share this post Link to post Share on other sites
lennard 447 Posted April 11, 2010 You could, but, with respect to Lennard's work, those seams aren't quite correct.The upper ACU pant pockets, for example, are large and rectangular, and in a different spot. In addition, ACU pants have lower pockets, and the BIS seam templates pretty much totally neglect knee reinforcements, etc. And this doesn't even mention the arms. Here's the last ACU texture I was cooking up before my drive to mod blew a gasket, as a guide. Well yeah that's true, mine is just based on BIS's textures. So looking at yours they are way off indeed. Share this post Link to post Share on other sites
Binkowski 26 Posted April 11, 2010 and don't forget the pen pocket on the right arm. that is verrryy important. as well as the butt reinforcement, flaps on the blouse, etc. also, the only buttons on our uniforms are on the back pockets. other than that it's all velcro. Share this post Link to post Share on other sites
Aeneas2020 10 Posted April 11, 2010 and don't forget the pen pocket on the right arm. that is verrryy important. as well as the butt reinforcement, flaps on the blouse, etc. also, the only buttons on our uniforms are on the back pockets. other than that it's all velcro. yeh they had to stop putting buttons on after it took bink two years to unbutton his fly during basic :rolleyes: Share this post Link to post Share on other sites
icewindo 29 Posted April 11, 2010 (edited) Does he look anything close to the real deal? ( http://uncyclopedia.wikia.com/wiki/Jack_Bauer ) Edited April 11, 2010 by Icewindo Share this post Link to post Share on other sites
due-_- 10 Posted April 11, 2010 lol first pic yes but second looks more like kevin costner in fatty style :D Share this post Link to post Share on other sites
roberthammer 582 Posted April 12, 2010 lol indeed kevin costner :D Share this post Link to post Share on other sites
Kristian 47 Posted April 12, 2010 All, engage.. that.. TERRORIST! to our right flank. He indeed looks fat in second pic, but idea is still awesomer than Awesome! Also, you should make enemies come with this addon, and they would have terrible reaction time and aiming. Share this post Link to post Share on other sites
icewindo 29 Posted April 12, 2010 (edited) He's not really fat, my Bulldozer aspect ratio is screwed up :p and I resized the pics abit to counter that. But yep, he'll also need armor points equivalent to a M1A2 to simulate that he doesn't get hit at all ;) . Edited April 12, 2010 by Icewindo Share this post Link to post Share on other sites
cole 0 Posted April 12, 2010 He's not really fat, my Bulldozer aspect ratio is screwed up :p and I resized the pics abit to counter that. But yep, he'll also need armor points equivalent to a M1A2 to simulate that he doesn't get hit at all ;) . Or lower enemy accuracy drastically because he rarely gets hit by the bad guys =p Share this post Link to post Share on other sites
Nixo 10 Posted April 13, 2010 Heres some more, should be getting close to release soon. Is this a map where you need a pretty good computer to run well? I mean... Will it be like chernarus with heavy vegetation = low fps? Or like utes? Pretty high fps everywhere? Share this post Link to post Share on other sites
gms 0 Posted April 13, 2010 just a small model Anybody knows when we can get a shader for 3dsMax?:rolleyes: Share this post Link to post Share on other sites
Inkompetent 0 Posted April 13, 2010 @ gms Now that's some nice, pretty ol' binoculars! Share this post Link to post Share on other sites
b00ce 160 Posted April 14, 2010 Small update. As of right now this is what it looks like. http://i167.photobucket.com/albums/u125/booce/Dropship/UD-4L/Cockpit4-13-10.png <- Bulldozer render > 100kb Share this post Link to post Share on other sites
*LK1* 10 Posted April 14, 2010 (edited) ARMA2FullMetalPanic RK-92 Savage Addon WIP Spec: Height:8.1m Weight:12.5t The maximum jump amount:20m Speed:130km/h+ Motive power:Gas-turbine engine 1300hp :eek::eek::eek: wu wu wu wuuuut the hell is that? Edited April 16, 2010 by W0lle quoted image Share this post Link to post Share on other sites
jhoson14 10 Posted April 14, 2010 :eek::eek::eek:wu wu wu wuuuut the hell is that? That's a Arm Slave from Full Metal Panic. Share this post Link to post Share on other sites
DaSquade 0 Posted April 14, 2010 Very nice bino gms. Care to share a wirepic and some polycount info? Not sure what you mean with 'can we get a shader for max'. Personally i wouldn't use max or any other program for fine tuning your shader maps. Just use O2/bulldozer/arma2..in the end it is this engine that will count. But not sure if they read shaders differently, something tells me it will. Share this post Link to post Share on other sites
Panda_pl 0 Posted April 14, 2010 Anybody knows when we can get a shader for 3dsMax?:rolleyes: Does this one not work? http://community.bistudio.com/wiki/Super_shader#Super_Shader_FX_for_Autodesk_3DS_Max Share this post Link to post Share on other sites
gms 0 Posted April 14, 2010 Very nice bino gms. Care to share a wirepic and some polycount info?Not sure what you mean with 'can we get a shader for max'. Personally i wouldn't use max or any other program for fine tuning your shader maps. Just use O2/bulldozer/arma2..in the end it is this engine that will count. But not sure if they read shaders differently, something tells me it will. 2,400 triangles, I know, can be decrease, just want smooth cylindric shapes :) My picture from Max viewport, did it by DX Shader. I'd like to have that thing which does same but directly with Arma2 settings. Maybe when I see the subj, I deside where better make the settings and maps, if it will bad place I wont cry and will use a BI tools in the next time. Does this one not work?http://community.bistudio.com/wiki/Super_shader#Super_Shader_FX_for_Autodesk_3DS_Max no .fx file yet Share this post Link to post Share on other sites