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Dan Tronic

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About Dan Tronic

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    Lance Corporal

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  1. Performance is rather good considering the amount of detail across the terrain. We have done a lot of testing and work under the hood to make sure the terrain runs at higher frame rates than you might expect, for example, our model's LOD's change at much faster rates than normal, depending on the object's size. We have a limited view distance of 180m, meaning anything past the set distance won't be rendered. We have disabled most of the skybox as it's totally unneeded. None of our assets have Shadow LOD's and we have our own custom geometric occluders to help stop objects from rendering outside of the tunnels/rooms you are in. This all adds up in helping to keep performance high while still having room to add a lot of detail into the terrain.
  2. Time for a long-overdue announcement First off, we apologize for the prolonged radio silence. Secondly, the good news is that Cytech is still very much in development. The reasons below will help explain the rationale behind the silence. The reason's for the Radio silence As a mod, I think it's fair to say that this project has grown exponentially in both vision, scale and workload since its initial inception. A quote from our team member Alias explains this perfectly "We went climbing Mt Everest in shorts". Producing this modification has proven to be very hard and time-consuming for a small development team, given that Cytech is a passion project that we choose to work on in our free time around work and our personal lives. Therefore, we recently decided to apply to BI for CLDC to assist, speed up and give us a much-needed lift with further development opportunities. Preparing the application took some time. Once we applied, we had much back and forth with BI regarding our proposal, which also took some time to process. The project caused quite a bit of discussion within BI Studios. However, sadly, we just fell short in our attempt to land a deal using the CDLC model. However, BI was very impressed with our application/working demo. Furthermore, they were kind enough to give us much praise for our efforts in our project overall. Future Plans The good news is that this project Is still alive and well, and we plan to continue working towards some public release to some degree. This will most likely come in the form of a tech demo for the underground terrain sometime in the near future. However, we understand that the waiting game has been long and feel it is only fitting to put something out to give back to those waiting patiently to explore our terrain. We also owe this to ourselves to know that our love, passion, and time spent on this project can be enjoyed by those patiently waiting. Once released, we aim to continue work on the project with the vision of working towards a more complete and final release later down the line. New Content We already have lots of new content that we can share with you; however, we don't wish to spam you with screens and videos, so we will be drip-feeding new content to be shown over the coming days/weeks. Once again, we apologize in regards to the long hiatus and we would like to thank you for sticking with it.
  3. CYTECH INDUSTRIES a unique and ambitious project in its complexity and settings. For more info check out the link to the BIS forums below DISCORD Forum Post What are we looking for? - Level Design/Composition: [Eden editor/ Xcam/Plopper/other]. - 3D Modelers: [blender/3dmax/other]. - Model porting: [experience preferred] porting UE4, Unity assets, other / making models ArmA ready - Texture artist: [For re-textures, HD texture editing, etc.] - Audio / Sound: [Someone who has knowledge of the Arma 3 audio tech] - Weapon porting [experience essential] - Animations: [Experienced Animation specialist] What's in it for you - An exciting project to showcase your work - Full credits - A friendly team to work with and learn from Please contact Dan Tronic for more info.
  4. It's been a while so here is a brief update of some of the new things coming to Cytech. Enjoy Discord: https://discord.gg/AVCBkCh
  5. Here is a brief update on some recent work. Models: Textures/Decals: Video: Discord: https://discord.gg/AVCBkCh
  6. Seeing as our forum post has not been updated in a while, here are a small number of screenshots from the recent development. To keep fully updated, our discord is fully updated with information and screenshots, etc. Discord: https://discord.gg/AVCBkCh
  7. I think you might be confusing this project with Chernarus Redux That video shows nothing from this project. Some of us once worked on Chernarus Redux in the past but other than that, CHR and Cytech are not connected.
  8. Time for another brief development update. This includes Models - CCTV - Tunnels - Dead Body Textures - Light Beams - Road Texture/Decals - Key Card [Textures by NFC3SPECTRO] Models CCTV Tunnels Dead Body Textures: Light Beams Roads/Decals Key Card
  9. ArmA 3 - CYTECH INDUSTRIES - New Area [WIP
  10. Time for another brief development update. Here are a few new models I have been working on over the last week. This includes - New Electrical Props - Weapons Scanner - New Industrial Props - Keycard Points - Morgue - In-Game Screenshot Electrical Props Weapons Scanner Industrial Props Keycard Scanner Morgue In-Game Screenshot