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scubaman3D

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Everything posted by scubaman3D

  1. ha, I'm too much of a mil-jargon guy. I thought it was "Product Improvement Package"
  2. scubaman3D

    BI Developer's Blog: An interesting new entry

    looks like fun...maybe they're giving everyone a free ride? :p
  3. Its been a while since I've thrown my lot in here. I made this model to prove to myself I don't suck that bad at modeling... Its a sub-d model that so far has ~500k polys. The game model is about 5,000 by comparison. or Dropbox - if you're into that sort of thing :p Magpul PDR http://dl.dropbox.com/u/7947922/PDR_wip.jpg
  4. scubaman3D

    FBX to RTM converter

    Hey, I have modo 501 if you need another..
  5. as an example, I'm working on a vehicle for VBS2. The customer required that it had a 3D interior and it will have a functioning ramp that you can climb in and out of. The poly count is currently ~22,000 triangles (~16k O2 'points). Bulldozer can render the model without a problem. However, if I select my model and hit 'U' to sharp all faces, this blasts the amount of vertex normals past 32k and bulldozer gives an error "Too many vertices" and will not render anymore. The point count remained ~16k but the vert count changed. For this reason, it is smarter to split geometry along hard edges to save on the amount of vertexes. This allows you to play with the 'sharpness' of edges without sending vertexes over the limit. Unfortunately, I don't know how to get O2 to tell me how many vertexes there are on the model..
  6. scubaman3D

    Project Reality - WIP Discussion

    Unreleased category eh? Please vote for my unreleased mod instead. It has every weapon, ever and every feature possible.
  7. Model - free to a good home: An incomplete RPO-M. You can have it! Just 1) be serious about finishing it and 2) allow open-sourced style distribution after its complete.
  8. scubaman3D

    modo p3d plugin

    very useful ;)
  9. scubaman3D

    Jungle Wars: Island of Lingor

    I designed a nice mission already on the beta map - a riverine patrol into the southern end of the island. Watch out for ambushes :)
  10. cool stuff but it looks like there's some edges/vertexes on the model that need to be"sharpened" in O2 (using the 'U' key). Doing so will get rid of some of those weird shadows. I'm happy to help if you need...
  11. I opened a ticket at Dev-heaven with your feedback on your behalf. In the future, please do so to ensure your feedback will not be overlooked. I would ask that you find some type of reference to back up the claim about dispersion and T90 vulnerability. So far, all I can find is "Exhibits an average hit probability greater than 90% on a 1 x 2 meter target at combat ranges " - which is a bit open to interpretation... and "(HEAA) - Attains full penetration of heavy armor from nearly any oblique angle. The High Explosive Anti-Armor (HEAA) rocket is effective against current tanks without additional armor." - The T90 certainly has additional armor (ERA for starters)...though in reality if you hit a T90 2x in the same spot with a HEAA, it should crack but I just don't know if we can actually simulate that. http://dev-heaven.net/issues/13754
  12. scubaman3D

    Addon Research Topic 2

    Does anybody know what the spherical sensor is on the mast of this RIHB is? http://www.visualintel.net/Navy/People/SWCC/090427-N-4205W-500/594189905_ahgAt-L.jpg It seems like it might be FLIR. edit: answered my own question: http://www.visualintel.net/Navy/People/SWCC/090428-N-4205W-905/594190849_TGRYn-O.jpg
  13. Soc-r wip This is the high poly model and o far its ~550,000 triangles, while the low poly is currently ~6,000 and there's a bit left to go. I might actually approach 1,000,000 tris on the high :O I'm learning a pretty normal low poly to high poly ratio is approx. 1poly:1000polys
  14. A simple model to practice high-poly modeling on. Its a thermal monocular supposed to be like this: http://www.nightvisionsystems.com/prod/prodDetail.aspx?ID=231&from=6 The lowpoly in the picture is ~2600 triangles and the texture is a single 1024^2 diffuse map + the baked normal map. The high poly is here and its ~350,000triangles:
  15. I don't think he's talking about retextures - he's talking about releasing addons made with reverse debinarized ODOLs...but it does beg the question about retextures also, or modifying unbin'd config.cpps or model.cfgs, since many people use these data as a basis for modification. That would make a person who desaturates the SCAR H texture and makes it black instead of tan is then guilty just as much somebody who debinarizes a SCAR.p3d and releases a custom variant. I suppose these are moral equivalents.
  16. Bummer but I understand the decision. Such tools have circulated privately among more seedy individuals since A1 but this is the first prolific release.
  17. What does Jonny owe you? :rolleyes:
  18. We wanted to release the ACE1 SCARs at this point to 1) allow people without OA to have them and 2) provide more variants than are available in OA. There was something like 30+ variants in ACE1. I'm not sure if all of them are being ported over but there is an ACOG/Docter version in OA.
  19. scubaman3D

    TF86 Navy SEALs Pack

    I gave the reasons in my response. There are no seams, there are no creases, folds, shadow, or dirt in the cloth, and you can see where the tiled camo seams are. Its a 5 min hack job of tiling a large chunk of ACU picture he found online over the texture. Hell, why should any of us worry about such things like ambient shadow maps, high poly modeling/sculpting, or realistic wear and tear when the community is content without it? I'm confident the problem isn't with ardvarkdb's diffuse textures, since I've seen them myself and I'm telling you, they're as good of quality as anything else out there. And yeah...the whole 4096 thing is a waste. Most of the time you'll just be rendering the 1st or 2nd MIP and some cards won't render a 4096 at all.
  20. scubaman3D

    TF86 Navy SEALs Pack

    The phrase "dill-hole" comes to mind when reading the last couple pages here. I've seen the texture Fox made and its really not up to A2 quality. There are tile seams, a bug or two, and its completely flat, with no detail like dirt, shadows, or seams in the cloth. The problem, I believe, can be traced to the normal maps that ardvarkdb is using, which are as they were in A1 from Jonny's SF units. I believe even if he took your flat, bug'd texture and tested it in game, it would still look slightly hazy due to the noise in the normal map. Without source material, you'll just have to quit yer whining and deal.
  21. scubaman3D

    ARMA 2 (OA) : DLC discussion thread

    I mean features, not content. Stamina, packable backpacks, wounding, crew served weapons, auto-ranging in vehicles, scope/sight adjustment SACLOS guidance, LOAL/LOBL new GUIs and delayed lock for weapons like Javelin and Stinger, armor simulation, better sounds and more robust effects, and the list goes on. These all were developed in community content first and BIS still either isn't implementing these, or is only partially implementing them. Hell, even if we could get just a few of the commands from VBS2...not even content, but just the ability to develop some features. One I can think of off the top is "use personal item" (aka, shooting from helos and hmmwvs), this would be a huge improvement.
  22. scubaman3D

    ARMA 2 (OA) : DLC discussion thread

    This is only worth something if BIS is upgrading the engine, itself. Save thermal scopes, there isn't much in OA that is anything better than what the community has already created. This is the problem when you're trying to catch up to your fans, rather than being on the leading edge. If selling off DLC can bring in the money they need to fund engine improvements, I'd support this - but the way the FAQ reads is that they want the DLC sales to support DLC creation.
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