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max power

WIP: Stuff you are working on 2!

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Holy image size Batman! Might want to resize that before a mod gets to it.

Real nice work, love the details.

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Woah nice dark labour....Are you planning on making it an animated replacement for the salvage vehicle... Or repair truck? Maybe a combo of the two..

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Thanks!

We'll see what A3 will bring us, but yeah!

A fully fonctional recovery vehicule would be awesome! :mwah:

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You could just get it to play an animation that swings the crane around when its fixing/recovering stuff no? Or use it as a salvage truck for warfare...

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model looks cool. GJ Delta Hawk! The textures seem a little oversaturated tho.

Thanks. Besides it being a little bit oversaturated, do you notice anything else that might not quiet right with it?

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5898386288_59c5dc7628_z.jpg

5898387864_14002221de_z.jpg

Mowag-built Eagle IV APV as used by German Bundeswehr. Currently weighting in at 9795 Points or 8982 Faces and 3 Sections 2048x2048px each. Next up is the exterior model for the Eagle IV BAT.

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Advanced Combat Sound Environment - Distance specific firing sound demonstration:

wBdh4gJwb-8

Idea:

- get rid of BIS sound system limitations and shortcomings,

- fix Speed of Sound problems,

- add more variability to the sounds heard ingame depending on distance,

- work clientside,

- use different sound when using ACE earplugs,

- automatically detect 3rd party mods/weapons with custom sounds and let them be

- possible compatibility/integration to Dynamic Sound System (DSS) with echo and reverberation simulation.

Are you taking the blastcore approach with scripting and eventhandlers?

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Yes, its a scripted system.

I'll open a thread for it soon with more info.

Edited by tpM

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make it not only ace plzzzzzzzzzzzzz

well considering he is familiar with ace, and if i am correct, he works with or at least alongside ace, and probably uses ace, so it kinda makes sense for him to make it for ace.

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Advanced Combat Sound Environment - Distance specific firing sound demonstration:

wBdh4gJwb-8

Idea:

- get rid of BIS sound system limitations and shortcomings,

- fix Speed of Sound problems,

- add more variability to the sounds heard ingame depending on distance,

- work clientside,

- use different sound when using ACE earplugs,

- automatically detect 3rd party mods/weapons with custom sounds and let them be

- possible compatibility/integration to Dynamic Sound System (DSS) with echo and reverberation simulation.

Awesome, very awesome.

If this works out as intended then JSRS just got a new rival for me :D.

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tmP me and a friend tried (probably) the same, with particles and logics that are being spawned, setPos and then say a sound. Works and sounds good in a per-frame environment with like 6 people, but if there are more than 20 shooting at the same time, performace drops immensely. Not speaking of huge 100unit battles...

Be careful with those damn scripts... :-/

Anyway - cant wait for the stuff.

Edited by megagoth1702

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Dont worry, its not done with particles nor say command. Sure it wont be for those 1000 player battles, but it can handle ~60 simultaneously fired shots in hearing range.

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Will it be open source in your thread? Interested... I wanna know what we did wrong. :)

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Well I think you have to be patient and wait for the release, but after that you and other soundmodders can adopt the system and config their own sounds.

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I'm not even interested in adopting, I dont really have the time and will to pick up arma2 modding again. My "work space" folder has not been touched forever now.

I just wanna look at how you did it, what you did different, kinda "get it" and get on with my life. Ask around, I am no dick who would publicly put stuff that is not open for public yet. :)

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