glynn0
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Posts posted by glynn0
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Did BIS release an example of the config changes needed for addons in Arma 2 vice Arma
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Yep, I rolled mine back to the 186.09 Beta drivers and I am getting 35-60 never above 60 because of VS ( I have it forced off in NV Control Panel, but it don't work). All very high settings 1650 - 1080 and 3600 view distance. I think this whole thing is a driver issue and hopefully is fixed soon.BTW has anyone tried the 186.21 Drivers yet for Vista64 and W764? They were released a while ago but they have yet to become availible on Nvidia's official site. I am going to try this when I get home. The 186.09 drivers gave me some issues in other games and lock-ups.
If you are running in window mode, Vsync is always on it seems. Try Full Screen Mode
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this is exactly why i won't post my work in the BI forums...trolls who think they know it all.. spewing hate like its a fresh breeze..
let's clear a few things up.. shall we...
http://www.copyright.gov/fls/fl102.html
One of the rights accorded to the owner of copyright is the right to reproduce or to authorize others to reproduce the work in copies or phonorecords. This right is subject to certain limitations found in sections 107 through 118 of the copyright law (title 17, U. S. Code). One of the more important limitations is the doctrine of “fair use.†The doctrine of fair use has developed through a substantial number of court decisions over the years and has been codified in section 107 of the copyright law.
Section 107 contains a list of the various purposes for which the reproduction of a particular work may be considered fair, such as criticism, comment, news reporting, teaching, scholarship, and research. Section 107 also sets out four factors to be considered in determining whether or not a particular use is fair:
1. The purpose and character of the use, including whether such use is of commercial nature or is for nonprofit educational purposes
2. The nature of the copyrighted work
3. The amount and substantiality of the portion used in relation to the copyrighted work as a whole
4. The effect of the use upon the potential market for, or value of, the copyrighted work
The distinction between fair use and infringement may be unclear and not easily defined. There is no specific number of words, lines, or notes that may safely be taken without permission.
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in other words.. if no money is being made... and so long as he says it for 'educational' purposes only.. he is covered..
and anything that has to be ported... converted.. configed.. and reskinned is well beyond the reasonable level.
you should ask an attorney... we did a long time ago.
So then based on what I have shown and what Rocket has said. Is his work fair use, he cut and pasted certain portions of the textures in question and some he took directly and converted (Prop dds file as example).
Is this really fair use. The problem is this. This isn't just Rockets issue, this issue is also for BIS (as its their forums) and of course any site that hosts it later.
---------- Post added at 07:08 PM ---------- Previous post was at 07:06 PM ----------
what a shame things still come down to this! loki im glad to see you back, and i hope ppl dont run you away again. same to you rocket...just keep doing what you guys are doing if ppl have a problem...its as simple as a PM, or just dont download!!!It isn't that simple. If people convert or cut/paste work from copyrighted works and then post said works to "OUR" (the community) sites, those sites MAY be liable for infringment.
Rocket has stated what he did in terms of the textures, he cut and pasted some and of course some he converted directly from FSX.
I think LOKI post said that those things go beyond fair use.
---------- Post added at 07:09 PM ---------- Previous post was at 07:08 PM ----------
I wonder something
If someone on another forum or game takes portions of ARMA or ARMA II and creates a game. I wonder how many people who are condemning me would say the same thing to that person.
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@Rocket: I am sorry but FAIR USE does not allow someone to take textures from one game and put them into another , even if you credit the original author, without their permission.
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@Rocket: You do realize that you used FSX for MORE than inspiration. You cut and pasted numerous parts of textures from FSX into the paa file for Arma. This would definately be a violation of copyright law. Good examples that you know about are internal textures for cockpit and of course the PROP.
---------- Post added at 02:01 PM ---------- Previous post was at 01:54 PM ----------
Better read what Rocket said instead of still making accusations.Keep up the great work, Rocket!
I read exactly what he said and i have both the FSX version and his Arma 1 version on my screen right now. His textures are cut and pasted from various textures from FSX, not used a inspiration but cut and pasted. A good example of course is the PROP texture (and associated alpha channel) , they are identical. This would definately be a violation of copyright law. BTW, you can easily see this yourself. Download his ARMA 1 addon, extract using UNPBO, download BIS tools, use PAA viewer and open up the textures from FSX. You can easily see where he cut and pasted them from the source DDS files in FSX. Yes, he 're-arranged' some parts but that sure doesn't change the fact he TOOK them from FSX.
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Because of the way video cards break up a model to render it, I wouldn't imagine that much useful could be gained from such a model for Armed Assault. What works with Armed Assault is very, very different from what works with FSX, Battlefield 2, and games like that. Personally, from what I can tell the output wouldn't be much use beyond reference material - but I could be wrong. For me, it was much easier to use the variety of 3d library models that exist, of varying polygon complexity.Actually you are completely wrong, models captured from 3dripperdx are very usefull in Arma. You have to use some (though not much) poly reduction and to make sure that verts are too close together (again built in to max). But a conversion for working in game takes about an hour.
---------- Post added at 01:43 PM ---------- Previous post was at 01:41 PM ----------
Seconded, you are coming across like someone with a chip on his shoulder Glynn.I don't know ROCKET at all. He took the model and textures from a copyrighted game (FSX) and put them into Arma , if you are fine with that then so be it.
---------- Post added at 01:44 PM ---------- Previous post was at 01:43 PM ----------
glynn.are you trying to settle some score?Why because I pointed out how he took model and textures from a copyrighted game and used them in Arma , wow...
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Well, I for one would like to know what those are! Also, I wasn't aware that 3d ripper works with DirectX 10/Vista?It doesn't work with DirectX 10/Vista but FSX also runs in XP/DX9 so it works great for that.
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As noted in the build notes, used the tried and true method of taking a shitload of screenshots. 3D reference libraries of extremely high polygon models of the Maule and variants was used, and the lower resolution model was created over the top.The FSX texture, along with any screenshots and photos required, were then painted onto the model using the "clone" tool in Body Paint.
The following contains a shrunken version of the ArmA texture, along with a shrunken version of the main FSX maule texture. Ignore the red, because multiple source images were used to clone and combine to get an entirely white model:


As you can see, they have clear areas of extreme similarity. FSX was THE major source of information and imagery for this project, by its very design. Unfortunately (or fortunately?), FSX models... regardless of ripping programs, would be completely useless in ArmA. The normal maps were a bit harder, had to bake them out from the high resolution 3d model, and then fudge them (converting them back to bump maps using CrazyBump) by making them an overlay on the diffuse. Then moved the parts, used the clone tool, to get everything to lineup correctly. Specular was easier, more fudging required, but similar approach to the diffuse. Then trial and error till she looked right in game.
Cockpit, took quite a few design liberties. Ran out of time to do all the gauges, so opted for a much simpler panel after researching on the net showed that some aircraft were produced with the bare minimum of panels.
You are absolutely wrong about the ripper program being useless and you know it. 3dsmax has great ways of getting the polys down to manageble sizes for Arma , I converted the Bell Griffon by Tim "Piglet" Conrad with his permission to Arma 1 and in the process of getting it into Arma 2.
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As said in the build notes, the aim was to achieve as much parity as possible between the FSX version and this one. We use both FSX and ArmA at USEC, and to achieve a seamless experience, we wanted to have them both as similar as could be managed. Unfortunately, fell a bit short of that. If you load them both up in their cockpits, this becomes very obvious.Poly count for FSX is around the 60k mark, in ArmA - you can handle a maximum of 12k triangles!
So then you are telling me you spent all that time getting all rivets on skin to look exactly like FSX model, including size and position, all areas where spars meet skin and all colours exactly same as FSX model.
And of course you have never heard of 3dripperdx.
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Proof for your claim that this is a port from FSX. If you don't have them you shouldn't be making those claims.Just have a close look at the FSX model (in game) and his video from Arma 1
ALL rivets on the skin are in exactly the same spots , not close, exactly. All colours in cockpit, landing gear etc are exactly the same. Model is exactly the same shape including skin deformations where spars meet.
He claims he used FSX as inspiration, BUT, he claims to have used various 3d models YET his 3d model is exactly the same as FSX Model
---------- Post added at 12:45 PM ---------- Previous post was at 12:45 PM ----------
It's a quite a big statement to accuse someone like that.Show us a link to the FSX aircraft it was converted from, or you think it was converted from.
Southy
It was converted from the MAULE that comes with FSX itself
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Please provide sources.What do you mean by sources.
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TAKEN or IMITATED? Quite a huuuuuuge and very important difference.Taken, i.e. converted from FSX to Arma(2)
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Not sure if Rocket posted this or not.
You folks do realize that this 3d Model and most textures are actually taken from FSX right.
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OK, here is what I 'like' to do, is this possible.
When I fly helos with my Saitek X45, I prefer the throttle to be more 'realistic' , iow, when the throttle (collective) is all the way forward it is like have the collective down in a real helo, when I PULL on the throttle , it acts as though I am pulling up on the collective....this works great and is easy to do.
Here is the problem, when I fly jets, it SHOULD be reversed, is it possible to setup a script or other fairly easy way to switch them if I jump into a JET or HELO.
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please refer to the enclosed creditsI did, it isn't in there.
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Not sure if you guys just missed it or not and if so I apologize.
But don't forget to credit the original author of this addon, that being Tim "PIGLET" Conrad who made this model for FS2004.
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Seems to me alot of people here have idealized BIS and are terrified that Codemasters will actually make a good game.Sensible soccer 2006, I need say no more.
You should say more, because you obviously totally missed the point. Some people aren't afraid that CM will make a bad game, they are actually afraid CM will make a good game and ruin BIS, iow, as one person said these people idolize BIS.
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Initialy BIS said that the tools were released BEFORE the release of Armed Assault...
Thats OK, they said the same thing before the release of OFP too. I still have the FTP username and password for the release of the OFP tools to certain mod teams the week of the US release of OFP. Of course the first tool came a full year after that.
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It is so funny how we forget our history.
This is almost exactly what was said when OFP was released, they even made a post for an exact date of release, that date came and went and just over a year later the first tool (not including built in mission editor) was released.
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I realize now that at least one addon has been announced, it is probably a mute point to ask since we won't see them till all the addons have been released, just like last time, but, BIS, any eta on the modding tools.
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I guess their definition of finalizing is quite different than most
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They said they were finalizing it on the 2nd, which normally means getting it ready for distro.
Any word
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That is too funny. Yah, BIS figured out a way to detect an illegal copy when someone makes a perfect copy of the original disk that doesn't get detected by on disk based protection, MAN< this is what I feared most about fade that people would start claiming legitimate bugs were FADE in action.
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Kinda surprised the mods haven't deleted this thread, especially with the copyrighted content and all in it.
config example
in ARMA 2 & OA : MODELLING - (O2)
Posted
Thanks Rocket, that helps quite a bit.