jojimbo
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Everything posted by jojimbo
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bigger the map,bigger the cell grid,bigger the sat map,bigger the headache. Think about what you want to do,have aircraft? youll need a good sat map,and a big terrain like you want. I use a 5km square map as I dont have aircraft and for me is the way to go,it's managable,loads quick,gives you a decent cell grid for terrain deformation,and you can lovingly make a completely original map in a realistic time.Also its very mission maker friendly. You find alot of the bigger maps,anything over 20k are whopping cell grids,not unlike OFP 50m sizes and most of the content will be copy and paste as it is virtually impossible to manually move stuff around as to depict human habitation so really its just a small worked area repeated over and over. If you're making an air based mod,larger is better and ground terrain not so important,but bigger cell means the simplest hill will resemble a large pyramid. If I wasn't making something specific,I would definately make an Island,that's what V3 is all about,and here is a really good tip... leave your full resolution sat maps till last,make a "lite" version,My full sat is 16384 x or something like that,it didn't take me long to dump the idea and make myself a 2048 version for quicker working loading times,once you got all the ground objects in there and everything set up,go ahead and import the full sat/mask. Also,do you really want people to sit there while your 40k map takes 5 minutes to load,when I test something in ArmA i NEVER LOAD sahrani,its always porto or Rahmadi or my own map.
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Army of the Czecho-Slovak republic
jojimbo replied to tasi's topic in ARMA - ADDONS & MODS: DISCUSSION
nice job there petr as always,quality stuff -
1024 Resolution Textures Normal and Very High Terrain Settings,Default Sahrani Settings and RVMAT 2048 Resolution Textures Normal and Very High Terrain Settings,Default Sahrani Settings and RVMAT
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Ok heres some tests,I think you'll be quite suprised with the results,tested on Intel Quad Core 6600,3 GIG RAM,Nvidia 9600GT 512.The rule of thumb here is smaller the grass clutter bigger the frame rate.There really isn't much difference in FPS between the two resolutions.However there is a big difference depending on how big your clutter is.The first set of pictures with the nice looking alpha was tested also with default clutter rvmats and again not alot of difference in frame rates.Arma default clutter size min 0.6 - max 1.1 is more friendly no matter which rvmat used. The clutter size below is min 0.75,max 1.6 with a whopping 0.99 probability. 1024 Resolution Textures Normal and Very High Terrain Settings,Alpha Blending RVMAT Â 2048 Resolution Textures Normal and Very High Terrain Settings,Alpha Blending RVMAT
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Q that looks stunning mate,I always think with grass...and everyone has their own opinions,you are on top of it,in it,laying in it,its everywhere and the 2048 cost for RAM is well worth it,even if at the expense of trees,chop a few tree textures by half to accommodate this,cause I think it's important.Also bushes,hedge textures,Mike,any chance of making some hedges? trying a few different rvmats atm,will get a fraps counter in there shortly
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BI press release Re: OFP title and development
jojimbo replied to M.Andersson(SWE)'s topic in BOHEMIA INTERACTIVE - GENERAL
yeah,the farcry2 thing,i actually bought it and played it,it was a very good game,but rarely do you see a community like the one we have here,some of us have been here on and off for like 6 - 7 years,it's this that makes and breaks a game. I am sure OFP2 will also be a good game,I'll definately buy it,play it and enjoy it,but i think it'll be a farycry2 thing and not stand the test of time.but hey,reflective water would be a start. arma is ofp,cm can call their game whatever they want,but is will never be operation flashpoint -
well you technically only have to load the texture to ram once,no matter how many times the model is rendered.so as long as you dont have 1000 trees and worst of all - houses in visible range the grass should be fine. i am hoping to run a test using fraps fps on my machine with both the 2048 and 1024 very soon.
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nice one mike,let me at it ok rvmat missing,was disappointed to find you dumbed the textures down to 1024,was hoping you was gonna go for it with the 2048's,so i really dont see much of an overall difference between this addon and default bis which i dont think was your original intention. Everyone has their own opinions on how big textures should be,grass however should be given special treatment as you'll be treading on it all the time. how about a pack with the full originally intended textures including your rvmat
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Island at the top of the world,enchanting and beautiful,the rpg element is really interesting,love the snow,fantastic work SenChi
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what a great sky,nice one
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PzKpfw VI Tiger, Crew, Werhmacht infantry [WW2]
jojimbo replied to SMERSH's topic in ARMA - ADDONS & MODS: DISCUSSION
> stuff < pity what I wrote was truly a work of art -
PzKpfw VI Tiger, Crew, Werhmacht infantry [WW2]
jojimbo replied to SMERSH's topic in ARMA - ADDONS & MODS: DISCUSSION
Damn,it really does look like the DoD Tiger,I hope it's the original authors effort because I bought into that as a bonafide Mod asset. -
That Panzer III is truly a professional work of art,absolutely fantastic,lots of excellent quality WW2 armour around here lately.Good work guys,joji
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PzKpfw VI Tiger, Crew, Werhmacht infantry [WW2]
jojimbo replied to SMERSH's topic in ARMA - ADDONS & MODS: DISCUSSION
Incredible work on the Tiger guys,looking great and good luck with your project.Well impressed -
Army of the Czecho-Slovak republic
jojimbo replied to tasi's topic in ARMA - ADDONS & MODS: DISCUSSION
Petr awesome job as always,I love the railcar and the new tanks,good job -
those vehicles look awesome Faust,top class kubel
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well it depends on how you see "working together" It doesn't  really work and does nothing to promote the development of the individual artist.Agamoth and Stubblehopper from BoB develop their skills at their own pace,in a year they will be making a darn site better soldiers and textures than now,Mehman,another modder who has been developing his own dream,with a good eye and a great talent,what of the desert mod then? what will become of it if he throws in his lot? What of atstwalker and his crew? Petr and the czech mod? The polish ww2 mod? The Finnish ww2 mod? It's been tried before and is set to fail with the hundreds of orange msn chat calls on your desktop instead of o2,and an administration headache you cant go and buy pills for. Embrace the choice you all will have to play unique ww2 mods to your hearts content when and as they appear. What Rip is doing is a tall order and never been attempted afaik,namely size and quantity over quality for a server based mmo ww2 fest on land sea and air,and respect for that rip,hats off to ya bud.It's new,fresh,and innovative and right from the start Rip has stated,don't expect much in the way of detail,the mod is about gameplay and based on donation and has nothing to do with "mods working together" Some mods are a one man entity,some a large friend base,some are old hands,some up and coming,as for i44,I regard the guys as my brothers,known eachother for years and the mod is our home.Most important of all...the choice is yours,play what you want and enjoy your game and respect the wishes of others.
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Looking great John,glad to see it in u-tube
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make sure ALL the vertices (points) in the head are defined to the property "Head" I am guessing some are wrongly defined to the "Torso" by the look of it Colonel.
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Gore Limb Dismemberment Mod? WIP?
jojimbo replied to =Spetsnaz='s topic in ARMA - ADDONS & MODS: DISCUSSION
it can be done using the wounds system by including cavader bits inside the p3d.i did a little bit of work on it via alpha channel holes in the uniform looks pretty nasty eh? i decided not to develop it further however,getting a leg or arm blown off by force of hit power is another thing cause you wouldnt want his leg to blow off from a bullet hit. if you could configure dammage to texture by weapon used,then have the stump already inside the model,once he treads on a mine or within the vicinity of a grenade or explosive,the leg texture with alpha channel kicks in to give the illusion he has been relieved of his pegs. -
Shaders not Valid (Mismatch of exe and Data?)
jojimbo replied to Chip360's topic in ARMA : TOOLS TROUBLESHOOTING
Sometimes installing o2 again doesnt work,i just had this problem but the above didnt work.what i did was...drumroll unpbo the bin.pbo in: C:\Program Files\Bohemia Interactive\ArmA\Dta grab the two shader files: BICompiledShaders_Default.shdc BICompiledShaders_nVidia.shdc copy and paste these two to your P:\bin folder. phew happy modding -
Binarize will attempt to fix the errors,take a look at the log left in your P: folder after binarizing.If theres no errors its all good. The normals are the "blue pins" they point the way a texture is projected on the model,so if they point outwards (like on a main lod) the model will correctly appear. However in a shadow lod,some of the model like the face,body wants the "blue pins" to point "inwards" so it appears seethrough,but some areas like the hands,nose and gear want to point outwards.what happens is your shadow lod is showing a bad shadow on the model thats meant to be the shadow originator.by turning it inside out and having the "blue pins" facing inwards means you will never see these errors on the model again,only the correct shadow.the nose is different because i think its a bug,this has to be facing outwards. stage 1, select the body and head and make sure the blue pins point inwards,then hide the body and head.in the selection properties choose right hand,left hand and unhide them.select the vertices and press "w" making sure the blue pins are facing out,i think the hands are not attached to the model so you could choose the bdy from a foot,and hide the body leaving the hands showing. then select the nose,and press "w" making sure the nose points and facing out as well.
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Aggy,select the dudes nose and reverse the normals make sure the shadow lod is triangulated make sure there are no textures or material files applied make sure the shadowlod is exactly the same (within reason) to the main lod1 the head and body normals point inwards nose and hands and gear normals point outwards i would imagine whats causing the previous errors was the bodymodel being normals outwards coupled with different shadowlod to lod1 shape difference. I do believe the nose job is a bug because it in all theory shouldn't disappear to a singularity,but it does keep up the good work
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now then resizing of units IS a possibility BUT: you have not only to scale the unit but also scale all the rtm anims you want to use.to do this try this (haven't tried it myself yet but am going to have a crack some time) 1.find a nice scale resize for the base units. 2.collect all the anims you wish to use 3.rescale all anim frames the same scale 4.write your own configmoves.hpp 5.apply said config includes in the models config.cpp in theory it should work,but more likely youll think you in the movie The Thing or something along with all the spidery mutants you created.
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I have this problem where I am trying to edit,or when viewing RTM anims in O2PE,the weapon cannot be viewed working with the unit in motion. It can be viewed in "stills" ie individual frames the proxy weapon is correctly places in the units hands,but not in the complete moving animation,when the unit is fully going throught its animation cycle in the viewer the weapon is "stuck" to the floor. Am I missing something ie: a config? does the unit need to have a config included in the folder, if not, is there a work around