-
Content Count
8937 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by PuFu
-
WIP: Stuff you are working on 2!
PuFu replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Doubt anyone actually bought 3dmax/maya/modo/zbrush/whatever else you wanna think of JUST to model for A2. The ones who owns any or more, do it because they use it earning their livings, or for other modelling purposes. Anyhow, as it was said before, i do agree that anything is better than o2. Blender has all the tools of a commercial product, comparing with some of those even more. The community around it is just as large as any of the commercial products, and documentation and tutorials are plenty. So while you need to O2 to finish the project, you don't need it to make it. And it is not a matter of money in the end -
[open source] cockpit instruments & gauges
PuFu replied to [frl]myke's topic in ARMA 2 & OA : MODELLING - (O2)
:P aight, agreed with you on that one to a point. Anyways, the interface needs to be easy enough to upload and download as well. Fact is, it is suppose to be a warehouse of models, such as the google one, but in p3d format i guess. Maybe armaholic could support it, the size of it will not be dramatic at start anyhow -
to get this: the vert normals are getting all weird in o2, although modo has them correctly. Are those normals screwed on save, or right from the start (also viewed in viewport?) sorry to get in the conversation, but it seems for me that the vert normals are getting changed mainly because of the working plane (different depending on application) In that case (i can only make a supposition here due to not knowing exactly how the lwo2p3d works) it might be similar to some issues i had importing obj files from max in o2, without changing the working plane on export.
-
[open source] cockpit instruments & gauges
PuFu replied to [frl]myke's topic in ARMA 2 & OA : MODELLING - (O2)
why don't you contact sickboy and Q and set it up on dev-heaven. It does support direct downloads from repositories, but not for uploading -
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
read what panda said, It is CPU cycles rather than read spead of the HDD. Of course that matters as well, but not the main issue (good example is better performance on each Mhz added opposed to better performance on high end CPUs with hyper threading). @Panda: yeah mate, i never said it is impossible due to actual game engine limitations, or that was not what i meant. But besides BIS priority list, there could be another reason, such as performance issues. Render to texture means at least 1 more call for the CPU, hence more strain. The example from A1 is proof it could be working, but not necessary means it would be working as a general implementation. Not really sure of the reason, but since this very thing could add a lot to the way such things are solved by community, and BI devs as well, makes me think there could be yet another proper reason for it bar the bottom list position it probably stands on -
Arma 2 Addon request thread
PuFu replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
not even possible to animate weapons afaik -
You know you can unbinarize rvmat files using eliteness or similar, don't you?
-
A.C.E. Advanced Combat Environment - Public Beta *2*!
PuFu replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No you can't. Is there for a reason. if you want to play on that particular server, just update on the same time it does. No one is forcing you use 6th updater each 2 days -
This has been asked a few, but dosnt explain my problem (Texturing)
PuFu replied to konyo's topic in ARMA 2 & OA : MODELLING - (O2)
it is called UV mapping and indeed is harder when you can't see the result real time -
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Back for some more render to texture discussion, are you not? Could that mean that a proper implementation is not possible in the current engine? I would think about it i would look over how a game engine is working (any engine really), then come back with more suggestions. Yes, agreed that a proper destruction (haven't seen any game with it) and render to textures would open new world. But what would be the expense? There is a big freaking difference between sound engine and sound files. Not sure if you have noticed the issues with A2 sounds, especially when more sounds are played that channels available, as well as sounds loosing their positions in 3d space, etc etc I do belive that sounds do give immersion to a game, and it is a big part of what a game looks like in terms of finite state. needed for some = wanted by some. about porting sound engine, i would stop making assumptions without knowing facts. Again, showing a certain feature of a game, in a development stage is not necessary means other stuff such as AI has been looked over. I'd have some patience. Remember, there is little info about a released date besides 2010. There is plenty of time for BIS to adjust, work on a lot of other things. A2 screens, trailers and facts has been shown 8 months before release. When that starts happening, you have an estimation of a release date. Till then... That is something i agree with. It is called: POLISHING the product -
This has been asked a few, but dosnt explain my problem (Texturing)
PuFu replied to konyo's topic in ARMA 2 & OA : MODELLING - (O2)
use texview from BIS tools to convert to TGA, then edit with your preffered image editing software (GIMP or PS i guess) edit: gnat beat me to it -
Chat, parties, and addon download list/automatic
PuFu replied to tacticalnuggets's topic in ARMA 2 & OA - SUGGESTIONS
I agree, it is missing favourites for instance The rest, well, don't really on the same page with you though. Here is why: You already do, and you can freely chat. If what you are trying to say that there should be a newly created chan list called for instance "MP lobby chnl" then i agree with you. As in what? Give me an example of an existing one, or make up one of your own. What does party mean for you? How does one go about organizing in a JIP environment? There is NO such thing. All mods and addons are equally supported(or tbh, unsupported by BIS) There is a reason there are 2 screen in A2. One being slot selection, and second being Map Screen. In map screen you can trace orders, ideas, etc etc via chat or VON, withing side, group whatever already. Clans, Tournaments and some public servers use that already (TG for instance) Already possible within the current layout. And happening See above. It is happening already. You cannot connect to a server that has running addons for a reason. The content needs to be loaded with the engine in order for it to work. So connecting to a server then being told what addons you are missing will never happen, no matter how much you want it. I do agree there should be some sort of button withing the game telling you what addons are running on the server, or better yet, within the mission. But that is already possible if user and server admins are running yoma and configed it properly..(although outside the game itself). Having BIS support certain addons is not gonna happen either..And that is for a good reason: impartiality. More on the point, what you are asking would involved BIS even further in spreading those addons using their own bandwidth and storage, which is out of question. I am not gonna even touch the subject of auto download. It needs to be optional, customizable by client, and by no means mandatory. The size of addons is not comparable with the size of missions. A better system for MP lobby is indeed wanted. Needed? Not really. Having a built in addon server reader with links or at least namer of those addons? Yes. Sinchronizer? No. -
when it is done within 2010
-
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Not here to argue over this, but all i can say is that, for some weird reason, the features from BIS are 90% cocked, and hardly ever seem finished in real sense. They are not 100% realistic (see the radar system suppose to be in OA), but neither arcadey. What is worth, some stuff is hardcoded, so there is no way to finish it. Anyways, i learned not to get my hopes high, that is a general behaviour, not really related to OA. -
if you look over your key binds, you will notice there are 2 keys even assigned to it. BUT, they have not been working for a LOONG time. Dunno why BIS removed those. I had a brief look over the animations, and there are 4 of those types of evasive animations: for all 4 directions. The idea behind it is pretty good, not sure why is not properly implemented. The current behaviour seems to be a leftover
-
wasn't the first xbox thread closed for a reason?
-
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
The real difference between A2 and other games, are the size and amount of textures used at any given time in a scene, and the poly count on those models (afaik, the highest number in any game released). Add the sheer size and you got your culprit. There is no comparison to be made with the other games out there. By no means i say the game is properly optimized. I never said that. I do believe they should be spending more time optimizing the balance between the gfx effect and visual beauty that can be achieved and the performance. In games, you do need a properly fluid fps, which is more important than a higher peek FPS. They could cut some details that you won't really see under normal circumstances (vegetation and buildings are kicking the rigs asses in A2) for better optimization. I cannot give my input on the code handling or performance and hogs of the engine, but i am sure it supports more than just some visual new layer and texture handling (the main difference between 1 and 2). For me, what OA should bring on the table: 1. more features (opposed to more gear). Both can be added by community later on, but the basics should be dealt by bis. In most cases the features released by community are work around the engine, rather than direct implementation (see point 3) 2. general optimization on performance, menus, MP lobby, etc 3. more commands to work with (scripting refs, including proper documentation for those). -
The real problem with all russian reference files: they are hard to find. the CMA Mi28 would need a properly modeled cockpit as well, before applying a texture
-
You will need to get them in O2 first, which supports only 3D Studio (.3ds) and lightwave (.obj) files. Blender can happily export those both
-
1) yes, possible 2) yes, possible, already done in several missions - script is available 3) uncertain, should be possible. You can count mags but not bullets afaik on player. But you can always count bullets fired, the final result should be better 4) yes possible and script available, its not lagging the server at all
-
use either ACE thread or FFAA thread for help please
-
A.C.E. Advanced Combat Environment - Public Beta *2*!
PuFu replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Why don't you use signature checks? It is well known that a full conversion mod such as ACE could crash servers that are NOT running it. -
my bad, haven't seen the other thread. I guess this should have been posted there. You might wanna link it on this first page anyhow, there might be more than one guy who will not be as bright as clicking sigs around
-
Hire = are you paying for modellers? :) anyhow, there is little chance for someone to join your project unless you got some thing already on the role. what you are proposing now is someone to come and do the work for you (since you are not asking for additional parts of a unit gear, but the unit itself).
-
Futuristic Military Forces Addon (WIP & TEAM REQUEST)
PuFu replied to st3rv's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
which software are you using? send me a PM