namman2
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Everything posted by namman2
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the problem could be an old proxy reference (eg ah1gunner.p3d should be gunner for arma1/2)
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you can use any proxy in p3d format so it doesn't matter if it's a mlod or an odol p3d
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M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
namman2 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
it's awful in a POSITIVE way -
-=/UP-ARMORED Vehicles\=-
namman2 replied to NZXSHADOWS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
1st it looks awesome :D but the textures looks too clean , and as said above the shadows have some open points and maybe some parts are just too smooth? -
TexView 2 error loading file?
namman2 replied to GIAT industries's topic in ARMA 2 & OA : MODELLING - (O2)
yeah it has to be in the power of 2 you could change the dimension to 4096x2048 the uv lay out will still be the same and it should work -
help the issue of visible crew when dust is kicked up
namman2 replied to superrat's topic in ARMA 2 & OA : MODELLING - (O2)
if you use the search button you'll find the solution here but here it is anyway: what you should do is compress all the paa/pac textures , if you dont know how to do that (there's a tool you'll find on armaholic/armedassaul.info to de/compress) just convert all your textures to tga and make buldozer convert them to paa/pac and that should solve the problem be advised that every single texture must be compressed or the problem will still exist -
sry i was mistaken :(
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when exporting there's an option convert to tries just uncheck that
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it always feels great to crash something that looks that great :D
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WIP: Stuff you are working on 2!
namman2 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@PlacidBox pls keep on the great work :D that tool will be very very usefull -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Banderas i was hoping no one would notice that XD but it's just a bug the gun will have limited rotation thnx :) but still they can get better -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
more WIP screens 1st the nagmachon (model by jake crappy textures by me) http://www.idfsquad.com/downloads/milesteg/NagmNv.png http://www.idfsquad.com/downloads/milesteg/NagmNv2.png 2nd the merkava mk3 (hull by alm model works the turret by mikebart crappy textures by me 2 ) http://www.idfsquad.com/downloads/milesteg/MKIIInv.png 3rd mk3d (model by alm model works textures by me ) http://www.idfsquad.com/downloads/milesteg/MKIIIDnv.png http://www.idfsquad.com/downloads/milesteg/MKIIIDnv2.png -
Some part doesn't show up in Buldozer
namman2 replied to richard's topic in ARMA 2 & OA : MODELLING - (O2)
afaik that AB trail will be hidden inside the hull and when the rpm goes up it will slowly come out from the nozzle so just keep pressing "Enter" and when you get to rpm animation activate it using "["and"]" or it's just as S_A said a bug -
true :( well going 3d with every thing might look better so that would be great but you know the AH-64 must be playable(although i dont thing adding more ploys will affect the fps that much) so ,pls keep on the great work ;)
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Awesome work ! as for the unwraping it looks like he'll be baking the details on a lower poly model so he can use auto unwraping witch would be a bit easier
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-=/UP-ARMORED Vehicles\=-
namman2 replied to NZXSHADOWS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
looking great ! -
i'm afraid that you wont hear from me for a while since my dell piece of shit got toasted to to hi Humidity in the air :( never ever buy dell shit of crap
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not really since you can see much from the glass sorry :(
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ok here's v1.9999 of the MaxxPro what's new is : Topas textures :D no more errors in rpt add rhino variants optimized the lods links : MaxxProV1.9999 bikey this version is not 2 because i might work more on the interior and add more eye candy stuff (eg strechers , road cones ,etc) and still no thermal maps :( edit : WiP on the Caiman the exterior is like 80% done and i'm working on the interior atm http://www.idfsquad.com/downloads/milesteg/Caiman15.10.jpg http://www.idfsquad.com/downloads/milesteg/Caiman15.10.2.jpg
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Project Reality - WIP Discussion
namman2 replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wow!, I'm speechless. -
that happens because of smooth edges just select the left side for example and press "U" to make it a sharp edge
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that makes 2 of use XD awesome work
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the square grill will do the job
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WIP: Stuff you are working on 2!
namman2 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
no no not 3d max all you need to do is just export using o2 to .3ds format and xnormal will import it and bake all the textures -
WIP: Stuff you are working on 2!
namman2 replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
not baking bread it's just a term for render to texture method anyway here's a good link explains what it does all it need for a good texture baking (hi 2 low) is that the low poly model to be uv mapped it doesn't matter how it's uv mapped as long as there are no overlapped faces in the uv editor and just export both the low and hi models 2 3ds and then use this tool xnormal it's free and does the job good enough hopes that helps