bad benson 1733 Posted June 7, 2010 sweeet where's that at?? it's actually the same area in oruzgan kinno is working on. it's just a coincidence. i started to work on that area long ago for arma 1. so no intention of competition. if i'll manage to place all objects (80%+ is done) before OA then i'll release it as a placeholder till takistan is coming. but maybe i'll release it after OA release anyways who knows. A pmc? i don't get it. sorry Share this post Link to post Share on other sites
ebanks129 10 Posted June 7, 2010 it's actually the same area in oruzgan kinno is working on. it's just a coincidence. i started to work on that area long ago for arma 1. so no intention of competition. if i'll manage to place all objects (80%+ is done) before OA then i'll release it as a placeholder till takistan is coming. but maybe i'll release it after OA release anyways who knows.i don't get it. sorry Probly talking about your sf guys. But yeah I'm sure we would all love to see a small release:) Share this post Link to post Share on other sites
enad 11 Posted June 7, 2010 That PMC SF guy sure looks cool! The map does aswell! Nice job man! Share this post Link to post Share on other sites
max power 21 Posted June 8, 2010 Hello people[imghttp://img717.imageshack.us/img717/5717/wiphybtap20100216.th.jpg[/img] IMG]http://img693.imageshack.us/img693/8715/battledroid.th.jpg[/img] Your thingy remains unchanged in 4 months and is still too high poly. http://forums.bistudio.com/showpost.php?p=1574508&postcount=1878 Thanks for the update :p Share this post Link to post Share on other sites
Laqueesha 474 Posted June 8, 2010 That PMC SF guy sure looks cool! The map does aswell! Nice job man! Those better be released soon or I'm out 50,000 quid! :p Share this post Link to post Share on other sites
Rhodesy77 11 Posted June 9, 2010 (edited) KCT trooper im currently working on for the up coming dutch mod (name yet to be decided lol) still a early version of it, want to completely redo the vest texture and a few other things, plus some model work but am liking how its coming out. originals by Johannes, Binkowski and some helmet features by DaSquade (hope i havnt missed anyone there lol) Cheers Rhodesy Edited June 9, 2010 by Rhodesy77 Share this post Link to post Share on other sites
[frl]myke 14 Posted June 9, 2010 Matra R550 Magic2 Uploaded with ImageShack.us Share this post Link to post Share on other sites
Aeneas2020 10 Posted June 9, 2010 KCT trooper im currently working on for the up coming dutch mod (name yet to be decided lol)still a early version of it, want to completely redo the vest texture and a few other things, plus some model work but am liking how its coming out. originals by Johannes, Binkowski and some helmet features by DaSquade (hope i havnt missed anyone there lol) Cheers Rhodesy This looks awesome! Share this post Link to post Share on other sites
lennard 447 Posted June 9, 2010 This looks awesome! x2. Nice work Rhodesy. Share this post Link to post Share on other sites
max power 21 Posted June 11, 2010 Since I am unable to install ArmA 2 and still have mod commitments, I decided to try and find what sort of directx shaders there were on the web for work preview. I came across Laurens Corjin's excellent real time viewport shader for 3ds max. With it, you are able to get a very good approximation of BI's super shader rvmat. The lighting is a bit moody as I was focused on making pretty pictures but any type of lighting situation is within your grasp to create. It's not as easy as selecting the time of day in buldozer, though. continued due to image limit... Share this post Link to post Share on other sites
max power 21 Posted June 11, 2010 (edited) I also found a pretty neat realtime lit sphere shader called Matballz. A lit sphere shader takes an image if a sphere in some lighting situations and takes the 180 x 180 frontal degrees of reflection visible on that ball and correlates them to your model's surface normal's facing ratio and direction per pixel. What this does is captures the lighting information present in the scene at the time the picture was taken (if it's a photo) and the texture information of the material ball itself and applies them to your model. Zbrush relies heavily on techniques like this for its sculpting viewport. The interesting thing about this is if you find a matball that you really like the lighting in, you can apply the matball shader to your model and then use the model as a guide on how to light your scene to get the effect you're after. Edited June 11, 2010 by Max Power Share this post Link to post Share on other sites
mikebart 1 Posted June 12, 2010 Very nice max, thanks for the info. Share this post Link to post Share on other sites
Scotc 10 Posted June 12, 2010 Hi ive been working on so reskin of the BWmods UH-1 and i was wandering is there a function like that of the setTexture for flags in place for vehicle and is so what is the coding and if not how would i implement them ingame without have to overwrite the man texture in the pbo. Heres a little taster to wet the appetite Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted June 12, 2010 @Scotc: You need to contact the BWMod. Last I heard they had a policy of no permissions/reskins for their stuff. Share this post Link to post Share on other sites
Scotc 10 Posted June 12, 2010 alright i'll get on to that thanks for the heads up Share this post Link to post Share on other sites
Fox '09 14 Posted June 13, 2010 I may be working on an ACU texture to share. Still has lots of work to be done.. but yeah.. I'd show more but the rest ain't mine This probably isn't going to be near to what the final is, as this is just a snippet of a the camo itself -> auto "seamless" -> sharpen -> tile to 2048x2048 anyone interested? Share this post Link to post Share on other sites
dob 0 Posted June 13, 2010 Some WIP imageS of my VBL Share this post Link to post Share on other sites
Fox '09 14 Posted June 13, 2010 nice job, looks great man Share this post Link to post Share on other sites
dob 0 Posted June 13, 2010 (edited) more wip and more :) Edited June 13, 2010 by dob Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted June 13, 2010 Damn, you work fast. Share this post Link to post Share on other sites
Boris_Balzer 10 Posted June 14, 2010 @ DOB very good work, but I dont want that u do anything fault. I note the door grip is wrong click the link and u can see what I mean. ;) http://www.warwheels.net/images/PanhardVBLtrowbridge1.bmp Share this post Link to post Share on other sites
[frl]myke 14 Posted June 15, 2010 WIP-shot: Kh-59 Textures are alpha status, it misses markings, details as well as scratches. Same goes for rvmat. Front wings are also subject of rework. Share this post Link to post Share on other sites
Aeneas2020 10 Posted June 16, 2010 MC US guys...basically fictional. Made for myself and because Enad wouldn't stop bugging me...probs won't release because they aren't L337 enuf for the E to the nads taste: Share this post Link to post Share on other sites
Fox '09 14 Posted June 16, 2010 just me but they look to.. constrasty.. and dark. Share this post Link to post Share on other sites