-
Content Count
8937 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by PuFu
-
Ghost Recon:Island Thunder Campaign
PuFu replied to lightspeed_aust's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That is why i said it should be under missions, since from your first post, i didn't get that you would be doing units, weapons or any sort of configs/addon scripts nervermind if you do plan in the end -
You would need to edit the p3d
-
You can have more than 1 get in proxy yes. but since the radius shouldn't be too small, one inside the back of the chopper should suffice. Regarding exit, yes, it is the same way with any other chopper out there. The main difference is that there isn't a confined space where they exit, while when using that inside an actual vehicle, there is
-
That is also possible, although pushing out several ppl on the same location on disembark might end up in...glitches
-
Nope, it is NOT. There is a mission section on those forums for a reason
-
It is possible in an even easier form: moving the "get in" proxy inside the back of a chopper (for something like MI26, or CHxx). You you would need to open the ramp, get in the back, then get the current "get in action" (it could be easy to rename it to smth like "take a seat").
-
Yes, i got the same student licence as SA for CB. nDo is a bit weird to work with (although the idea is very good indeed) because it comes in the form of action, rather than a plug in. I guess that is a plus and a minus in the same time, since otherwise it wouldn't be able to adapt the normal map to aditional painting on top of it
-
Ghost Recon:Island Thunder Campaign
PuFu replied to lightspeed_aust's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
should be in USER MISSIONS -
How to edit BI's Example soldier p3d??
PuFu replied to kongfanxiao101's topic in ARMA 2 & OA : MODELLING - (O2)
Unless you actually take your time to write down what you problem is, with details, and in a language that someone can actually read and understand, i doubt you will find help. Tell you what: post here using google translator or similar, as well as in your own mother tongue. Maybe someone will be able to understand what your problem really is. I for one, from all the post you made here and in Binks thread, i can't -
Hell yes, it worth every penny. CO is the best deal you will be able to find for getting both game in CO can play with OA players in the same environment, if there are no files (units/islands/vehicles etc) used in the mission. Please note that BIS games are all about the community, and CO is the community standard for missions, mods and islands
-
If you would have finished the reading, you would end up with Configs and Scripting(addons). You are not making an addon, are you? There is a lot more help in the MISSion editing forums for this sort of questions
-
Need help with sheepbomb script
PuFu replied to g3boy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
wrong forum. -
OA:un-pbo tool not working
PuFu replied to slatts's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I already said what registry entries you need to delete in order to get cpbo working. If you do it or not, then that's your own decision to make, but it was you who wanted a step by step way to do it, i was pointing you to it -
What has changed so drastically in OA that the game requires hardware upgrades?
PuFu replied to Baz's topic in ARMA 2 & OA - GENERAL
That is your own assumption, which you cannot back up.. @Baz: that is most likely because of the new AO SSAO and maybe the new lighting system Read more here: http://forums.bistudio.com/showthread.php?t=101040 -
yes, it would
-
How to edit BI's Example soldier p3d??
PuFu replied to kongfanxiao101's topic in ARMA 2 & OA : MODELLING - (O2)
could you be any more explicit to what is wrong here? I can edit the sample model released by BIS for A2 (or A1) anyway i want to.. -
Is there any other way ...
PuFu replied to Punkrocker 2's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
This sort of can i NOT read... the forum rules before posting? thread titles might be allowed on other forums, but not on this one. from forums rules: About your question: First of, both O2 and Buldozer are free to use, the only thing you need the game. Then again, why would you be needing to work with p3d files if you wouldn't be using it for OFP/A1/A2/OA in the first place? See my point? -
OA:un-pbo tool not working
PuFu replied to slatts's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
search before posting. Just go to post 17 in this very same thread.. -
While this is somewhat true, then again, for A2, we are talking about 2k textures, if not 4k. Also, the amount of maps needed puts a strain on loading those from most HDDs. Procedural would switch the strain from HDD to RAM and CPU. I am not saying this should be done for A2, i am saying i feel it is the future of gaming, since this sort of shaders are able to withstand a wider variety without the need to edit the same texture X times, and the transition between one state and another can easily be achieved. Here is the main problem, even if you don't like it: most exterior geometry for vehicles are split between multiple UVs (at least 2). That means 1 section more per UV, plus a section for the rvmat. I am not saying it is impossible, i actually think a proof of concept is easily achieved for infantry units at least. But not sure if its worth it
-
ACE 1.5 (Advanced Combat Environment) for OA/CO
PuFu replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I find funny that you should be aware by now that ACE aims for a certain (lets call it) realism. I guess you are using it in your mission(s) for the same purpose. BUT then you come here dissatisfied by something you can do yourself with a few lines of code (yes, it does mean some more time spent on it, i'll give you that). I guess i am dissatisfied myself with this sort of posts -
I guess it is about each ones workflow. Indeed the best thing would be to use one program, or at least when exporting exporting things around, it remembers its attributes. Unfortunately, even the most complete software packages, such as maya or max, can't do just everything better or faster than some 3rd party applications designed with a specific thing in mind. For instance, UV mapping: there are a lot of software out there for this job, some free some commercial, but getting your model/scene in means (usually) exporting to a generic file (colada, obj, 3ds). There is a reason autodesk developed FBX file format, in order to make the pipeline flow easier between their own products. Case of point, everyone will use the software they are accustomed with, and aditional plug-ins/scripts/3rd party software that fir their workflow. There is no such thing as good or bad ;)
-
Unlikely since it is how the engine handles LODs. Motion blur effect was linked to PP effects in the options, so there was some degree of user customization, unlike the LOD switching
-
A2 content will most likely never get updated to OA standards. Not by BIS anyways
-
In todays world, grunge textures, graphics, and in general everything related to digital media is highly overrated, although you can find it around every corner. Back to the subject at hand: Using additional textures (similar to the wounds for instance - which in all honesty is there to give you a visual reference, but is not really the best graphic representation) would only increase the section count. And as we know it, section count is the main culprit for poor performance (as it is the speed of the HDD). I think BIS had looked at this possibility, so it is unfair to just say booce was the first one to have a thought about it. The end conclusion is that, most likely it's a feature that is down in the list. Why? Because, as we know it, graphics is something that is not on BIS top 10 positions, and neither is it for their core community members. I really doubt it is worth using the current engine for random dirt textures, or for progressive dirtiness. All in all i think the way it is today is mix between having units worn somewhat, and having the same units fresh from barracks. It fits most of the mission scenarios out there. Now, on the same note, things could changed dramaticly if BIS would be using a algorithmic textures, such as what what Unreal 3 engine is using now. An example i am getting used to lately is the substance materials (available for max and maya since 2011), which allows multiple maps to be generated from the same texture (displacement, ao, normal etc etc). I do believe that procedural textures is the way to go for gaming, since it allows the environments (but now only) to be changed dynamically. Some examples: Allegorithmic Demo Movie1
-
Blender import / export plugins
PuFu replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
what about it?