simba
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Everything posted by simba
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Thanks mate, I'll test it edit : shit I posted a wrong section. the script is only checking if the weapon is in the inventory and not if the unit has it in hand.
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I see it nearly the same way: one of big Arma site would host a big set of pictures (hundreds), these could be posted by anyone, BUT it must be filtered by some people who would chose the one that could fit the job and organize them in projects. selection criteria should be roughly : - large enough. - no shadows. - relatively interesting. - not 100 times the same. - grey sky pics. - the set is complete enough to make en entire buidling or contains usefull general pictures ( roof, concrete, floors,...) Our friends from real pics thread could on their way to shot birds and flowers , make some buildings pics. That could already be a good source, and from some pretty good photographers. Of course anyone who wants to make his own building, only has to submit his pics but mark them as "in project". This way, even people that don't have much time, skills or don't own a camera could once in a while release a good building and give it for integresion in a one of the main packs (desert, industrial, snow,...) Arma community would be gratefull for their work. just my 2 cents
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Hi Panda, Do you mean harder than modelling it, or harder than texturing a tank or a weapon ?
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I use to think the exact same thing Abs. I use to be a very fast building maker, here are some pics of the buildings I've made, there is much more than this. Most of them have geo lod and some res lod. Poly number is optimized, but texture aren't really. I always thought I 'd write a tutorial some day "a beautifull buiding in 5 hours" In the past, I tried so set up a building maker team, but unfortunately people seem to prefer working 100 hours on a shitty tank or m4 than 10 hours on a nice building that could look very professional because it uses RL pictures and actaully be of some use... I 'd gladly give all my work, my ref pics and some help to a serious team if it ever comes up. cheers, simba
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really hope BIS helps you, wildlife is really missing in Arma and your dinausors are just awesome.
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cfgmodel is written, animations are all working now, instruments included. rotor shodow isn't my priority right now, but should be fixed.
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it wouldn't be for AI. and I still didn't find how to extract cfgmodel from .p3d wish was what I needed. rotor has a shadow, but not in normal shadow settings. what about this flare script bdfy ?
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Hi all, just to tell you that work on the hind is doing well. I wanted to have your opinion about several scripts I plan to introduce. Some of you maybe used to play with WGL mod, they had 2 scripts that really enhanced helicopter simulation imho : an over-torque script, if you are going too fast for too long, engine breaks out. (sound warning, flashing buttons) and a script that disable missiles weapon if you fly over a certain speed . Because weapons like the At-2 (on mi24D) are radio commanded, the gunner actually guide the missile with a little joysick to the target, he would be enable to guide it properly at high speed. source At-6 is laser guided so, this script would only be implemented for mi24D. is it a good idea, what settings should I use express yourself ! and since the work on the hind is doing well, and if you 've been dreaming about a nice feature, please let me know I'll think about it !
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on normal settings, even BIS units switch to sharp shadow (below 30m). on high settings, blurred shadow is permanent. as pointed out by xav in troubleshooting thread, only air vehicles have blurry shadows. quite strange if you ask me... blurry shadow should put less strain on GPU, but why then is it permanent on high settings ? I made shadow volume 0.000, and the model doesn't cast any shadow on itself on normal settings, do you have the same prob Lockheed ? what's the point of making several Shadow Volume, while the unit shadow you watching disappears after 50 m or so ? does binarysation influence shadows ? a BIS reply about this would be very appreciated.
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BSF STUDIOS proudly presents
simba replied to Soul Catcher's topic in ARMA - ADDONS & MODS: COMPLETE
looks pretty good ! -
stupid comment, stupid reply.
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I think sharp and smooth edges aren't handled properly on double sided planes. didn't find any way to fix this, appart from using single sided planes.
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cheers Linker split, you little tuts are very usefull.
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Oxygen2... oh gawd not another 3d program..
simba replied to stilton's topic in ARMA - ADDONS & MODS: DISCUSSION
good one messiah -
^ thanks Q, I'll have a look.
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mi-35 are export versions, but if you mean mi-24PN upgrades like different rotor blades, non retractable gear, TV and Flir camera this could be done, but I hate to see a hind with unretracted gear , I'll stab some day russian engineers for doing such thing For the hind we focus on improving performance, reactivating some scripts, making it as polished as possible. AT-6 Spiral (Shturm) : 400 to 5000 m AT-2 SWATTER A (Falanga) : 500 to 2500 m AT-2 SWATTER B (Falanga) : 500 to 3500 m AT-2 SWATTER C (Falanga) : 500 to 4000 m At-8 isn't included. right now ranges aren't correct, I still have to talk with shadow to see if we'll respect these ranges are make them shorter cause battles in arma are shorter range than in RL.
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^ AT missiles have a max and a min range.
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check if geometry is closed. (double sided planes work) if some vertrices aren't linked to any face get rid of the textures and all properties should be on normal double check if there aren't any squares look for non planar faces did you load it in game to see the result ? not necessary
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since we are talking shadows, do you think it is possible that the model binarization influence shadows ( wasn't it the case in ofp) ? for exemple : rotor shadow only appears in high shadow settings for my chopper model while it appears in normal settings for BIS helicopters...
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^ yes, shadowVolume lod.
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triangulate all the faces properly, "streched" shadows will disappear. do no forget to sharp all faces too !
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^ I suppose you only changed the texture for pilot/cargo view lod.
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I'm still working on the hind, merging is nearly done for all versions.
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
simba replied to Major Fubar's topic in OFFTOPIC
looking good kilagee, very pro ! it seems we don't even need to go on mp.net to see nice pics