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gms

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Everything posted by gms

  1. I had no this trouble... I'd like see the config and screenshot of the memory lod from o2, then maybe i'll can help...
  2. All names of memory axis defined in the config. i think what trouble in the config or in a error names of points.
  3. It's not interesting export to arma that already have in. Only making the new model :)
  4. It is very hard to learn all features. I have no project which I'll can try :D
  5. Great work! I'll see it tomorrow :) 3dsMax 10 (aka 2008) is supported, isn't it? I hope :)
  6. Sakura_Chan, Try to use DXT1 with alpha channel textures instead of DXT5.
  7. gms

    Help please?

    units[]={}; weapons[] = {}; requiredAddons[] = {"CAair"}; I think what some [] must be there. Indeed I don't understand what your config does. If it not completed then show to us the full version. Look your Arma.rpt to know more about errors.
  8. Why so much polys at the flat surfaces? :) Why do you not made a more simple mesh in the begin?
  9. "Движение КраÑной Звезды" is :) "КраÑное движение звезды" is "Red Movement of Star" :D In European letters : "Dvizhenie Krasnoy Zvezdyi" or "Dvizhenie krasnoj zvezdy"
  10. gms

    Transparent textures

    You need a Alpha Channel in _ca texture, where the black color is 100% transparent and the white color is 100% opacity. the Grey color is % opacity (depending on the brightness).
  11. This is important. If the red and the blue channel have any data then the result will be another. Add The most simplest way to swizzle is: 1. Open c:\Program Files\Bohemia Interactive\Tools\BinMake\Pal2PacE\TexConvert.cfg in Notepad. 2. Edit value "B" to "1" : class specular_diffuseinverse_map { name = "*_smdi.*"; format = "DXT1"; enableDXT = 1; channelSwizzleR = "1"; channelSwizzleG = "G"; channelSwizzleB = "[color="Red"]1[/color]"; channelSwizzleA = "1"; dynRange = 0; }; 3. Enjoy without Photoshop and 3dsMax :D TexView or PalToPac does it automatically, don't forget about the prefixes _smdi during saving of file and always have write extension .paa by manual.
  12. Thanks for the explanation, values in the example are default. In mentalray usually i increase the samples only.
  13. Soul_Assassin, I though with Max but I prefer to Scanline.
  14. Most likely. With optics or red dot sight.
  15. I doing a small addon for a2. I hope very soon finish it. Basic textures from my old M60 with changes. Now i have hard work with axis and some bones (so far ammo's revolving are orderless, but work correctly.)
  16. Good job, Rocket. steady as you go' :)
  17. i return to ww2 theme :) MG34
  18. gms

    ARMA2 updated rvmat for vehicles

    I tried it on weapons, but the reflections and AO in the game was not ... i will try with your material.
  19. I think the twist in the new animations is happening because infantry models of arma1 is low-resolution of polygons compared with arma2 *waits for unbinarized models from BIS*
  20. Yes, yes, it is necessary. and new model of head too :)
  21. Have not bevels. The model implemented by all the rules of low-poly. But there are 16-24 segments in cylinders of barrel&etc, and lot of holes in mesh, what don't want make with Alpha.
  22. What do you think 12000 triangles for the infantry weapon that's OK?
  23. gms

    Zaz-968m

    vilas, may be... http://www.flashpoint.ru/forum/showthread.php?t=49744 :)
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