ohara
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Everything posted by ohara
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
ohara replied to EricM's topic in ARMA 2 & OA - GENERAL
Yes, gras distance is just parameter, after reading your posts here a check it and found that we mistaken draw it to just 30 meters i changed it to 125m in version that we have now. This is something that you will be able to mod without any problems, just keep in mind that longer distance take some performance. -
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it really could be fan or russian publisher video, because i belive this is not rendered, but filmed in real enviroment and some cg layers added and postprocesed. its in fact bigger fake, then pure cg with ingame models.
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huraah, somebody finished it
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With talk about vegetation for realtime purposes in TUV in Vienna, we open new site for vegetation generator services in BIS. site adress is http://linda.bistudio.com/
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
ohara replied to EricM's topic in ARMA 2 & OA - GENERAL
No this is really lake.. its official now -
For alzhaimer is typical, that ill people lose with time ability to orient ourselves in enviroment, they want to use VR to create various enviroment and meassure ability to orient there how disease progress
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I found that Clive Lindop have in his linkedin profile Home Groups 3D Visualisation and Graphics... ACM SIGGRAPH Defense Modeling and... See all » Profile Edit My Profile View My Profile Recommendations Contacts Connections Imported Contacts Network Statistics Inbox (6) Compose Message Messages (2) InMail Introductions Invitations (1) Profiles Q&A Jobs Recommendations Group Messages (3) Group Invitations Applications Reading List by Amazon Events Add Connections Jan Hovora CG research at Bohemia Interactive,coownerJan is working on tree generating sofftware 3 months ago [ Edit ] Close Jan... | Visible to: your connections only [ Edit ] Your profile is 70% complete [ Edit ] People « Go back to Search Results Clive Lindop Lead AI Designer / Senior Games Designer at Codemasters Location Coventry, United Kingdom Industry Computer Games Current Lead AI Designer at Codemasters Past Chief Games Designer at Codemasters Producer / Lead Games Designer at Acolyte IMG Consultant / Mobile Multiplayer Gaming at ICL Art Director at TWII Art Director / TMT Strategist at Framfab Art Director at Eunite Head of Interactive Design at Octopus Associates see less... see all... Education University of Hertfordshire Recommendations 1 person has recommended Clive Connections 95 connections Websites Latest Interview: Euro Gamer Gamespot GC 2008: Video IGN E3 Coverage Public Profile http://www.linkedin.com/in/clivelindop Summary Specialties Game AI / Tactical AI / AI Application / Project Development / Creative Direction / Conception / Interface Design / Game Design / Budget Management / Research & Development / Content Development / Team Management Applications Experience Lead AI Designer Codemasters Privately Held; 201-500 employees; Computer Games industry June 2007 – Present (1 year 9 months) Designing advanced tactical AI and AI systems for Operation Flashpoint II, as well as for Codemasters in-house technology platform. Consulting on AI work on several external projects and application of AI management systems for upcoming internal project. Chief Games Designer Codemasters Computer Games industry October 2005 – June 2007 (1 year 9 months) Leading the conception, design and implementation of the sequel to Codemasters most successful title. A truly complex and challenging FPS, with real-time combat and advanced AI in a vast and detailed environment. Utilising specialist skills in adaptive AI to design new AI technology for in house engine Neon. A cross title system, NE AI will be utilised in a number of internal titles. Working with publishing arm of Codemasters to develop concepts, pitch and present concepts at board level and to licensors, for development both internally and by 3rd party teams. Key Project: Operation Flashpoint II - Military FPS Clive has 1 recommendation (1 report) including: Tim Browne, Experienced Game Designer, Codemasters Producer / Lead Games Designer Acolyte IMG Privately Held; 11-50 employees; Computer Games industry June 2002 – February 2005 (2 years 9 months) Key Project: Epic Combat: Ostfront - WWII MMO RTS Consultant / Mobile Multiplayer Gaming ICL Public Company; 5001-10,000 employees; Telecommunications industry October 2001 – December 2001 ( 3 months) Key Project: 3G Realtime Multiplayer gaming system Art Director TWII Public Company; 1001-5000 employees; Entertainment industry June 2001 – September 2001 ( 4 months) Key Project: Online Multiplayer Football - PSV Eindhoven Art Director / TMT Strategist Framfab Public Company; 1001-5000 employees; Online Media industry October 2000 – May 2001 ( 8 months) Key Projects: Infogrames - Game Nation - MMORPG Development / Nike Football / MTV - iTV systems Independent Projects: Operation Flashpoint: Cold War Crisis i asked him to delete that, as i was in that possition in that times. I will wait few days for reaction and in case that there will be nothing, i will ask my lawyer to write him
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New blog added, thanks to Placebo for help. http://www.bistudio.com/develop....en.html
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Thanks, links are fixed
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In far distance there are lods with hundrets or less polygons. For near models are more important for performance overal surface then polycount. We are able to have about milion faces in scene without any problems.
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equal (around 5000 polys)
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http://linda.bistudio.com/ was updated with some tech videos and FAQ.
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Thanks for the info... As for final OFP2 quality, if CM has around 3 times the team and budget as BIS (100 people + ousourcing vs 30 in Prague ?), 6 months of OFP2 developpment could be the equivalent of 1,5 years of Arma 2 development in terms of man-hour. They could catch up or take the lead unless they hit a very serious design flaw... First, core team does not sit in Prague. Second you really belive that we work at 30 people at so big project?
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What is really interesting, for me as developer, is extremly low comlexity of scenes in that sshots, there are just few objects on landscape. JUst few lowpoly trees, one or two units and lanscape, strange....
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Problem is, that on sshot from connan you see just for 200-300 meters, but in ARMA for 3000 meters ore more, amount of grass objects grow with distance with power of 2. That means in 3Km you will need draw 100 times more gras objects then in 300m! Its too much for any kind of representation of grass.
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Branching on that tree is completly unbiological, in europe we have just two kin of branching behavior on leaf trees, parent with three or two child. But what i did not find is anything about generating of LODs for RT purposes.
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After A2 I will try to create special island for A2 that will show what is possible to do in real time in visualisation of vegetation. High detail with high density and variability.Just to look not play there.
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Its possible to create everything except some special species like some kind of cacti, this will need to add some new type of geometry components.
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Its very different from speed tree. first of all, speed tree do very unrealistic all tree similar models. Second, speed tree does not alow cast real shadows and recive incoming direct light due used billboard technology. Same with some interactions. There is lot of other diferencies, but i dont want to explain them more sophisticated there.
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OFP:elite, VBS2, Armed Assault, ARMA2, Carrier Command and now Daemonica2 (cinemax company). We are offering it for 3rd party customers very short time.
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http://www.cg.tuwien.ac.at/courses/Konversatorium/upcoming/index.html I'm afraid its only for TUV students. Refernces, news and events like this, will be on this site soon.
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Linda is very sophisticated and complex tool, so we are now offering it just as service-data for custommers. There is possibility to sell also licence, but it will not be cheep software. About some public version, there is no decission jet about that, but im afraid its not usable without some special lessons how to use it. Its very different from standard modeling tools or procedural medelers, that you can know.
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I dont know answers for all your questions, but russians will speak russian, civiliens will also speak with their own language


