Jump to content

PuFu

Member
  • Content Count

    8937
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by PuFu

  1. my reply wasn't even addressed to alex to begin with, so not sure what you are on about...and english is not my first language either btw and yeah sorry i got carried away with slapping the reyko guy in your thread
  2. PuFu

    RHS Escalation (AFRF and USAF)

    you're excused...
  3. lol what? this is precisely the type of mentality that leads to ripped shit ending up as half baked addons. if you are creating an addon to satisfy "community" or anyone else but yourself you're doing it wrong...
  4. PuFu

    RHS Escalation (AFRF and USAF)

    You can drive as fast/or slow as you want if you have a incremental controller (pedals, gamepad, joystick etc and/or emulators for that sort of thing). And no, you cannot set the speed incrementally for AI... BUT, what does this have to do with RHS to begin with?
  5. PuFu

    How should I texture this?

    a multimat uses 4x 3x texture maps (or procedurals) - .co, .dtsmdi, .nohq per individual "material_ ID" (defined by the .mask). there is no such thing as "shading" map. as said already, you can use a mix of shaders (multimaps and supershader) on your mesh. i for one use a separate supershader for the roof if i need it to be metal. I usually use 2 multimats (interior/exterior if possible) plus another supershader if needed for accesories (doorhandles, etc etc) and another for the windows. It also depends on the size and detail of the building, but also on the amount of different individual materials i need to use for the windows, you'll need it to be a separate rvmat using supershader (and separate model if you want these to break). I do recommend you have a look over A3 samples and A2 content provided by BI.
  6. PuFu

    Texture Too Dark

    ...besides the texture sheet you posted there seems a lot closer in terms of color and brightness to the ingame image than the reference (which is shot with a flashlight btw)
  7. PuFu

    How should I texture this?

    use multimaterial and tileable seamless textures https://community.bistudio.com/wiki/Multimaterial
  8. PuFu

    RHS Escalation (AFRF and USAF)

    reyhard (the very best black magician i know) - it's up to him if he wants to help you out or not, of course.
  9. PuFu

    RHS Escalation (AFRF and USAF)

    512x512px to be more precise, and in direct relation to the user video settings...nothing we can do about it.
  10. PuFu

    Arma 3 and 21:9 monitors ?

    it did help a bit, i guess the 8gb vram helps out. i can run it on the same settings as i used on the older 1080p monitor with the same framerate it used to work on the 780ti. i own a 1070 not 1080 though
  11. i see no progress to be honest...when you say "here's some progress" i expect you actually post stuff you did yourself...which in this case it is false. modders deserve the credit, so next time make sure you actually specify it isn't your own work. http://gamebanana.com/wips/44304 http://gamebanana.com/models/2949
  12. 1. whatever programs you feel like. I for one use a mix of 3ds max, SP2, quixel and PS 2. yes, the process is mostly the same. I for one only use O2 to set it up. I never model anything in O2 3. model.cfg yes. 4. samples should suffice. You actually only need to understand how to use multimats and ads, mc and mask files. Other than that should be pretty straight forward.
  13. PuFu

    RHS Escalation (AFRF and USAF)

    no, there will be no change there
  14. PuFu

    RHS Escalation (AFRF and USAF)

    in case you haven't figured it out by now, RHS is scope IS these 2 superpowers (AFRF and USF)....yes, some older stuff might have a place in GREF at some point, but surely not really phased out stuff with really limited use, M16A1 included. That said, do understand the amount of work each individual asset requires.
  15. PuFu

    RHS Escalation (AFRF and USAF)

    discord says 62 total, i say about half of that active. also: http://www.rhsmods.org/team
  16. i am willing to do it for 35x the 200 you mentioned...ohh,and in euro not usd. PM if interested
  17. PuFu

    Skin Weight Export From Maya

    my bad then, no, that doesn't work as far as i know. In short, it is best to actually export the "vertex weights" directly, and yes, FBX should be able to do that.
  18. PuFu

    3D Model not displaying correctly

    invert face normals (select all and press W in O2)
  19. PuFu

    Skin Weight Export From Maya

    what does "image maps" have to do with skin weights. I for one use either FBX or the .bitext script tool for max for weights. i cannot comment on blender.
  20. PuFu

    RHS Escalation (AFRF and USAF)

    to add to what phoenix said, besides the work, due to the engine limitations of the naval aspect, there is really little incentive there to begin with
  21. PuFu

    RHS Escalation (AFRF and USAF)

    i'll see what i can do for the 0.4.3 update, i have no time for that till 0.4.2
  22. PuFu

    RHS Escalation (AFRF and USAF)

    most of the US looking gear(and "official" knock-offs) that is shown in that video is already available on the US side. The MR version of AK will be available next update. It seems to be a missmatch between different clothing, accesories and gear, which you can do on your own. it's not a ak74m/ak103 muzzle, so i wonder...what can this be from? :P
  23. PuFu

    RHS Escalation (AFRF and USAF)

    thank you for the notification, took care of it
  24. PuFu

    RHS Escalation (AFRF and USAF)

    stuff that is properly reported is usually fixed quickly. That said, we do hope that with the SW (rather than outputting directly from SVN via updater) the updates might be a bit more frequent.
×