Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

ohara

Member
  • Content Count

    246
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by ohara

  1. Its little bit complicated, we can use 3 diferent kind of shadows. From original OFP u know CPU shadows, they are now used as hybrid shadows for vegetatin and they are casted on lanscape , when stencil shadows are casted on objects. Hybrid and stencil shadows are used when shadow detail are normal or lower, otherwise shadow buffer shadows (SB) are used. CPU shadows are same as was in OFP, stencil shadows use special lods as Kegetis wrote and there could be more stencil shadow lods with diferent detail. stencil shadows must be triangulated, must use sharp edges, model for shadow must have volume (must be closed). SB shadows have also special lod number and could by normal model (simplified), its good if have just one section, not using any materials. There must be property in geometry lod that will say what kind of shadow lod in what situation will be used. We will add full documentation to biki.
  2. Its basic unwrap, main advatage is that u dont need to go back to max to maya if you want something remap, another good think is that it support multiple UV sets, so u can for example separately unwrap normal map or macro map with diferent UV in diferent layer from one material.
  3. New objective have unwrap function, but in old texmerge you still can merge textures, generate ptm file and load this file to O2, that will autamaticaly merge textures in all lods by definition in ptm file (this also posible in o3 - new objective)
  4. ohara

    Question

    If this question generaly mean how to convert characters from OFP to ArmA, answer is not simple. Well you can do it by two ways. 1) You need to reskin your models to new skeleton and for good results you will also need remodel them to new skeleton proportions (to have posibility use new movements) or 2) use old model, but you need to define new character class with old skeleton structure , definition for aiming, leaning, wounds and so on. And also add old animation, that will be used for these addon.
  5. ohara

    Model polycounts

    Method num. 1 will not work, because this will be for engine still one big object, if you want to make object>50m, you must make it by method num.2. Its not true, that proxy can't have geom or shadow lod, but proxy of these kind must be defined in config.
  6. ohara

    Wounds?

    Its made by changing material of character to material that also included macromap (texture with blood) and some specular map to make blood wet.
  7. ohara

    p3d export tool

    We have scripts for export models from maya/max, they will be released with tools .
  8. ohara

    Model polycounts

    Yes multple gun ports are now supported, but with guided missiles, Im tot sure if we can have more type of guided missiles on one vehicle, but i think it could be possible to learn engine in future.
  9. ohara

    Model polycounts

    Yes, proxyes are primary for these purpose
  10. ohara

    Model polycounts

    There is some model properties that will automaticaly put object to ground ( fences for example)-some few diferent methods, also there are now properties that alow automaticaly conecting of some models in new Visitor.
  11. ohara

    Model polycounts

    Proxy could be used for diferent purpose. Normaly for example as socket (if you want to have mounted diferent changable guns/missiles, flafs and so on, on some character or vehicle). Sometimes it could be used as method how to make more polycount heavy model with 16 vertex buffer. Dont foregot that proxy mean more setinos and also could cause problem with alphasorting, if subparts including some alpha faces. If you want to make bigger object in size meaning, you must do it in game editor or by some placing sript, becouse you need to have it for engine as separate objects (to prevent colision and ocluding problems). If you will do it together by proxy in o2, for engine it will be still one object.
  12. ohara

    Model polycounts

    This is still there and limit is 50*50m, its because by this segments is landscape streamed and also this is used for scene pruning. Colision detection will not work with bigger objects also. So bigger objects must be made from subparts.
  13. ohara

    Model polycounts

    You can make just res lods from proxy and special lod dont need so many vertices, so they can be in main model without proxy. 4096*4096 is not supported because some HW does know to operate with it. Max supported texture resolution is 2048*2048.
  14. ohara

    Model polycounts

    There is limit for vertices, we use 16bit wertex buffer in game (15 i fact,1 bit is reserved) so max number of vertices is 2^15 = 32768, if you want bigger model, use proxy and build model from proxy by separate submodels. Dont foregot that point in O2 is not vertex, it depend on maping and edges, if you use sharp edges or multiple maps, you will have more vertices. There is no big dependency on polycount if you use corectly LODs, much more important are sections. Parts of model that GC must draw separately (number of diferent materials, textures, bone selections or alphatransparent/nontransparent parts of model). More section mean wors performance, its better to have less sections in more distant LODs.
  15. ohara

    ArmA animations

    Hi, new pipeline for movements process data in motionbuilder/maya/max and convert them into RTM files, but there is no way how to simple convert back RTM to these editors, because in process of converting we loose information about skeleton anf hierarchy.
  16. ohara

    ArmA Progress Updates

    Research is not work for weeks or few months.
  17. ohara

    ArmA Progress Updates

    Dynamic destruction is very complex problem. 1) very high CPU severity ( more CPU cells will be welcome as standard) 2) very coplicated production, take one month for 3-4 artists to prepare. Lot of problems with special lods like shadow, view, collision, fire geometry. Big trobles with section reductions throught resolution lods. (RTS games does not use any kind of lods and use very simple simulation). All buildings must have interiors. 3) very complicated implementation in multiplayer, due numeric stability - need to have same results of simulation for all clients and high load for network when is synchronization needed. 4) RT replanning strategic maps for AI and many others Ddynamic destruction is still " in research/development technology".
×