orson
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Everything posted by orson
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WIP: Stuff you are working on 2!
orson replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Cobra is looking gorgeous Max -
Project Reality - WIP Discussion
orson replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
wow that mastiff is next level :omg: its like a big sexy school bus... from hell ! -
WIP: Stuff you are working on 2!
orson replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Excellent looking finish Max this link http://762precision.wordpress.com/custom-duracoat-firearm-finishes/snakeskin-finishes/ has some "interesting" paint finishes available to those with $$ the snakeskin glock needs a wipe clean.. i think i may have ........ :p -
Great stuff , well done getting to this stage :)
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its certainly working for me :p seasons greets RKSL , hope next year is fruitful and positive
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M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
orson replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
sounds really complex yep... how does that translate into the game world , is it lines of code or does something happen to the model...what do you see ? got to agree with Kristian a video would be cool , its rare i pimp for news on addons but whos going to blame me for being eager to see anything r.e this beast .:cool: -
M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
orson replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Map click arty mission i believe .. -
invisible in game, visible in oxygen ??
orson replied to vilas's topic in ARMA 2 & OA : MODELLING - (O2)
Texture and model paths maybe ? Are they local (like in the addon folder ) or are they called from game data like ca/tracked/blar... ? -
Arma 2 Addon request thread
orson replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A proxy called "\ca\wheeled\flag_alone" is added to models for capture the flag games , or do you mean the type used on parades or like standard bearers ? -
this is my shadow LOD , no proxies . this is it in bulldozer, as you can see the crew shadow is displayed properly .:butbut: Yep Gnat you are 100% on the shadow LOD , if the crew proxy isnt present it draws the low res style shadow in game . *edit ..i just added the crew to the shadow LOD and tested in game but the same low res shadow was being cast even with shadow set to very high ... go figure : / seems they dont really do anything when added to the shadow LOD ? @namman i am still sure you dont need to put them in the hitpoints LOD for hit detection , just the fire geo ...but hey i could be wrong about that too and @ blink ...sorry for the total threadjack :/
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Unless someone comes up with a solution straight away we will need more info about the model . If it was a cfg error i imagine it would flag as it loaded so a crash smells like a model error . How many texture files any materials (rvamt's) what LOD's present (geo etc ) section count face count ....spose if its an ofp model face count wont be too high Run another check through everything .. names etc i did spot in your cfg... model=\idp_a139\idp_agusta_mesh_MLOD; think it needs some "" ... ? model = "\idp_a139\idp_agusta_mesh_MLOD"; ---------- Post added at 04:26 PM ---------- Previous post was at 04:14 PM ---------- @namman afaik you should only need to put proxies in the view LOD's and FireGeometry ( and these should only be crew or cargo type in the FireGeo) , not in shadow lods ...proxies have their own shadow lods , proxies also have no geometry lod so any proxy geometry has to be acounted for in the main model geo lod . please correct me if i'm wrong coz it means im doing it the wrong way :D
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Setting shodows to 128x 128??? Is there a way?
orson replied to -=2RTR=- Somnus's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Shadows are part of the LOD family within the addon , the shadow LOD's get progressively less detail just like the view LOD's but the standard seems to be just 2 with BIS models as apposed to 5 or 6 view LOD's . When you set shadows to high the engine will use the most detailed LOD when it can , dropping down to the lower one if the scene demands . Set to low the engine will use the lower LOD . The shadow is not measured in texture size rather model complexity . ...i think :butbut: -
Reduced Models to improve FPS - testers and feedback wanted
orson replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi .. i tried this and got a massive fps boost , i deleted all the lods from the trees and bushes and just drew some onto my monitor with felt tip . -
Massive lol ! :D "cut his index and middle finger off so that he can never model again, then shoot him" bit harsh ?
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WIP: Stuff you are working on 2!
orson replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
cheers fellas, encouragement keeps you warm on cold winter nights :) @12th yep driver has TI wh/bh but not sure if both are available irl ? Was thinking about the foam padded grab bar over the sights , do crew really fall out over the front enough to warrant that ... the padding came later ofc after enough crew smacked their heads on it while braking About the ejection port i planed to 50/50 model and normals.. quite a few little details still need adding .... and it does not surprise me at all that they updated the thing , ..btw whats the update ? fat lo pro's , spinners and after market body kit ? -
WIP: Stuff you are working on 2!
orson replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Calm down gentlemen , its only a proxy :D -
Thats just awsome ! I wana play ! :omg:
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WIP: Stuff you are working on 2!
orson replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is it over , can i go home yet ? Seems to take forever but work progresses slowly but surely . Mapped most of the model , but just like Columbo there is always just one more thing ...few more bits to add and map , the LOD's are shaping up , trying to stop any ugly lod popping. Works nicely in game just needs some final cfg love . Thermal maps are done Interior started , about 50% with that atm Will be making the earlier Chobham armour too . swapping internet providers over xmas so the infrequent updates will most likey resume after the new years debauchery and i get the feeling back in my limbs and eyes . -
UV mapping with sketchup
orson replied to DarkLabor's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Messiah from Pukf did a short tute on using O2 to unwrap http://forums.bistudio.com/showthread.php?t=69734&page=2 its the same method i use , long , manual process but accurate enough . It does rely on having a version of o2 with the "break" function tied to the pause key , some versions do not support this afaik . -
ArmA II General Ban Database *WIP*
orson replied to HotelDeBotel's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Would be a great initiative to start in this forum , moderated by the people we all trust anyway , it is after all in the best interest of BI . We have BIkeys ...why not similar for players in MP . -
help the issue of visible crew when dust is kicked up
orson replied to superrat's topic in ARMA 2 & OA : MODELLING - (O2)
Could you post a screenshot of the problem , might help to visualize things . Is it stock A2/OA units or community addons ? -
M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
orson replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Have a look on youtube for AS90 direct fire and 1RHA in Canada , not a Paladin but comparable i guess . -
What "we" is that then ?
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M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
orson replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes i simplified a little :D Meaning this stage is more mouse clicks than artistic work , blender will bake an AO layer in 1 click for e.g I wish there was a weathering and mud button