Punisher5555 0 Posted June 25, 2010 Are you changing the gun over to the M3P Pufu? Share this post Link to post Share on other sites
PuFu 4600 Posted June 25, 2010 (edited) Are you changing the gun over to the M3P Pufu? yeah, didn't get there yet though. I have restarted work on it just yesterday morning... Got some great ref pics thnx to rock: http://kr.blog.yahoo.com/psk1000/RSSREADER/view.html?fid=5&item_id=179192&idx=24793&page=1<ype=list&post_align= @rock: cheers for the pick, already fixed that yesterday afterposting the pic :) @RH: rotor shape is a bit generic. Care to be more precise plz? The pic is also a bit distorted. will post another laters today. Edited June 25, 2010 by PuFu Share this post Link to post Share on other sites
Punisher5555 0 Posted June 25, 2010 yeah, didn't get there yet though. I have restarted work on it just yesterday morning...Got some great ref pics thnx to rock: http://kr.blog.yahoo.com/psk1000/RSSREADER/view.html?fid=5&item_id=179192&idx=24793&page=1<ype=list&post_align= @rock: cheers for the pick, already fixed that yesterday afterposting the pic :) @RH: rotor shape is a bit generic. Care to be more precise plz? The pic is also a bit distorted. will post another laters today. Maybe if you have some time you could add the new DAGR Laser-guided rockets. :) Share this post Link to post Share on other sites
PuFu 4600 Posted June 25, 2010 WIP imgs - current status Click for larger: Share this post Link to post Share on other sites
bad benson 1733 Posted June 25, 2010 the line at the tip of the nose where the normal hull and the glass meet seems to be too low. look at this pic http://www.airforceworld.com/heli/gfx/oh58/oh58_2.jpgfor example. it's not right on the tip but u have it still too low. also the way the "feet" are attached to the body is much more simple than u made it. sorry ifi'm so picky. just trying to give some constructive input;) Share this post Link to post Share on other sites
roberthammer 582 Posted June 25, 2010 (edited) @Pufu - i like the model ,but the whole main rotor part looks so small/thin and i sayed before that Rotor hub is too thin , make it like in those pics pls , anyway thx for showing wip Edited June 25, 2010 by RobertHammer Share this post Link to post Share on other sites
Fox '09 14 Posted June 25, 2010 chopper looks good! i agree with RH though Anyway, I worked on my acu a bit more, I'm going to learn how to put dirt etc on it.. edit: yes I have perms for the helmet, but I won't use it :) I did that for enad Share this post Link to post Share on other sites
roberthammer 582 Posted June 25, 2010 Anyway' date=' I worked on my acu a bit more, I'm going to learn how to put dirt etc on it.. edit: yes I have perms for the helmet, but I won't use it :) I did that for enad[/quote'] Nice detail ACU - btw i guess 4096x4096 y? :p Share this post Link to post Share on other sites
Fox '09 14 Posted June 25, 2010 yeah, I find it easier to work with in paint.net, but if it's too large in the pbo i could always just drop it to 2048.. Scuba said something about graphics cards not supporting it, not sure. Share this post Link to post Share on other sites
roberthammer 582 Posted June 25, 2010 yeah' date=' I find it easier to work with in paint.net, but if it's too large in the pbo i could always just drop it to 2048.. Scuba said something about graphics cards not supporting it, not sure.[/quote']Yea , old gpu's like some ati's they dont support 4096 ,but anyway 90% of us have modern gpu's and they have no problem with 4096 btw better for game is 2048 - less fps eating Share this post Link to post Share on other sites
Fox '09 14 Posted June 25, 2010 (edited) i"ll probably drop it to 2048, at distance units are white.. :p edit: http://filesmelt.com/dl/arma2_2010-06-26_03-10-02-09.png http://filesmelt.com/dl/arma2_2010-06-26_03-11-01-43.png Bad Benson sent me his WIP rangers and Special Forces to check out, I gave a shot at the rangers. The RVMATs, sdmi, as, have issues right now, i removed them for the time being.,... next time you'll hear anything about these it will be next week or so. Thanks bad benson! legs aren't right, I thought they were "turned" left to right, but instead it gave me up down.. if you know what i mean Edited June 26, 2010 by Fox '09 Share this post Link to post Share on other sites
max power 21 Posted June 25, 2010 seriously dude where do u get off being the high and mighty master of what and how people should show their renders? You havn't shown any amaizing work either nor wip renders, the AH-1 screens dont really count as they were viewport grabs neither do the buldozer shots. And how many finalized addons have you released? Jesus man, get off your horse. LOL. If I was looking for comment on rendered scenes I would make some. The screen grabs were for mesh comments and the buldozer shots were for comment on the textures and materials. We put work up here for comment, don't we? And if we didn't want comment on a certain kind of render, why would we put up that kind? Share this post Link to post Share on other sites
nodunit 397 Posted June 25, 2010 Hope it's not a problem if I post this here, it is a WIP but it's more so of a question rather than a display. I'm working on an M1A1 abrams and trying to make the tracks more "3D" with alpha channels like the Bradleys in OA, problem is there is a gap between the treadlinks and I was wondering if anyone might know of a way to overcome this.. From the side you can see the treacks are mostly fine, thick and you can see the tread links extending with their alpha's. But from a more extreme angle you can see how the links have no sides. http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/M1A1%20Abrams/alphatrack.jpg?t=1277503478 (pic over 100kb) Share this post Link to post Share on other sites
max power 21 Posted June 25, 2010 (edited) I think, since the track movements are animated UVs and I *think* that the tracks themselves are weighted to suspension bones for deformation, there is no real way to do it by geometry without dramatically altering the track simulation. Any kind of knowledge of that stuff is way beyond my pay grade, though.. I think doing it by texture the way you have it, which actually looks quite good in spite of the artifacts, is the best result possible. Edited June 25, 2010 by Max Power Share this post Link to post Share on other sites
icewindo 29 Posted June 26, 2010 A shot of the destroyed version of my temple for my "Worlds" Island. I just noticed it's missing normals on some side. I was thinking of creating a dense populated area (kinda like the desert area in Gothic 3: http://www.youtube.com/watch?v=0I7VlBkeXzk ), so with reskins of the OA buildings this will probably work pretty well. Share this post Link to post Share on other sites
granQ 293 Posted June 26, 2010 Been working some of our airplane and silly plane comes with 3 MFD.. that is 3 displays that can display anything.. so we had to do something right? Can't have just static images like bis.. so i present the SFP Air 2 Air Radar.. WIP but still and not a very promoting video.. R5SrXcCWBQU Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 26, 2010 COOL ..... interesting technology! Oh, and cool music too lol! Share this post Link to post Share on other sites
hamis 0 Posted June 27, 2010 @ Nodunit Have you considered insignia and random numbers for your M1a1? Share this post Link to post Share on other sites
nodunit 397 Posted June 27, 2010 @ NodunitHave you considered insignia and random numbers for your M1a1? Nope, no consideration for random anything, still need to finish it before any of that. @Max Power: Well thank you, I was up late when I asked so I thought I might simply be missing a certain mesh direction to add the sides. Share this post Link to post Share on other sites
thesun 14 Posted June 27, 2010 @Icewindo Looks goog, but you maight want to check/fix your sharp(U)/smooth(I) edge setting. Share this post Link to post Share on other sites
bwph4273 11 Posted June 27, 2010 This is a idea i wanted to see put into arma . Im at JBB Balad, Iraq (aka LSA Anaconda) and to see the C-RAM in action is awsome. so i wanted to get it in the game here are som pics of my model so far. I know its not an exact of one but it would work for the game . please feel free to comment or make sugestions and if anyone wants to help i would welcome it thanx. Im realy new to addon making so it might take me a while to get it done as i am still learning alot of what it takes to make a completed addon. The C-RAM is a land based version of the Phalanx CIWS used by the Navy. IT is a 20 mm M61A1 Gatling gun firing 3,000 M-246 or 4,500 M-940 rounds per minute. It uses radar to track incoming rockets,artillery or mortars and shoot them down. Share this post Link to post Share on other sites
bad benson 1733 Posted June 27, 2010 http://flickcabin.com/public/viewset/17082 some WIP-shots of my afghanistan - Uruzgan map. Share this post Link to post Share on other sites
belgerot 33 Posted June 28, 2010 (edited) http://flickcabin.com/public/viewset/17082some WIP-shots of my afghanistan - Uruzgan map. Good work so far, excellent field of operations for ISAF units. Edited June 28, 2010 by belgerot Share this post Link to post Share on other sites
Ryujin 0 Posted June 29, 2010 SOPMOD Block II weapons, figured porting some of the stuff I'm working on for the cry-engine to Arrowhead wouldn't be too hard. I'm going to start with the M4A1, Mk18 mod 1, and Mk12 mod 1 with the latest and greatest in accessories. Still WIP, let me know if you spot any issues. About 40,000 polys at the moment. The KAC sights supposedly are to scale, but still seem a tad small... Share this post Link to post Share on other sites