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scubaman3D

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Posts posted by scubaman3D


  1. I dunno - I've personally put 20k+ triangle models in A2 so unless they cut this number back, you should be able to make out in the 20k range.

    However, I would say that's probably way, way more polys than you'd practically need for a weapon (and this is coming from a notorious poly whore as vespa would tell you :p ).


  2. I didn't care much for FC2 but loved FC3. FC2 had great potential and introduced some awesome game play on a micro level but it became repetitive and the story didn't make much sense. I didn't bother to finish it.

    FC3 fixed those ultra repetitive situations (i.e. clearing out the same checkpoint if you moved a few hundred meters away and returned), had a more relatable story where you actually felt like a 'good guy', and didn't require any quinine. There were some super gamey feeling parts, some plot holes that felt like lazy writing, and I wish there were more choices you could make to influence the story, but I was willing to overlook those shortcomings and say this is the best single player game I have played in quite some time.


  3. Here's something for any Modonauts out there.

    This is the first model I've made in Modo 601 and I have an entirely new work flow. 601 added a "Rounded Edge Width" option to the material shader tree items. This allows you to create a faux 'soft edge' effect on edges which are otherwise very sharp. The effect is quite similar to turning smoothing on after adding your 'safety edges' in modo or max...but requires no additional geometry to be added.

    Here's a pic of it:

    McMillan%20CS5.JPG

    The pictured model is made of some components with smoothing on, with all the additional geometry required to make it look right, while other parts are simple low poly objects with the rounded edge width set to 1.1mm. Can you spot the difference? :)

    This is a pretty big deal...the time saving potential is huge with this feature!


  4. BIS gave me one of those shirts when they sent my copy of ArmA 2:OA. The look on people's faces when they read it is quite funny :)

    Heh...same here. Everybody does a double-take on my "player isn't cannot.." T-shirt. Its too hard to explain...


  5. Good to see you in this thread again scubaman :)

    You're using Modo right? How do you like it?

    I'm looking for a better programm than Max, atm I think it's a bit clunky and doesn't suit my needs.

    I love modo - its really easy to use once you get the hang of it.

    I never really understood the attraction to Max tbh - I downloaded the latest eval copy and I just find it cumbersome to work with.


  6. hey sy! It appears you may be right when it comes to the detail map and AS map lines...they're referencing "tex1"

    RVMAT:

    class StageTI

    {

    texture="CA\Data_f\default_ti_ca.tga";

    };

    ambient[]={1.000000,1.000000,1.000000,0.990000};

    diffuse[]={1.000000,1.000000,1.000000,0.990000};

    forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000};

    emmisive[]={0.000000,0.000000,0.000000,1.000000};

    specular[]={0.989000,0.989000,0.989000,0.990000};

    specularPower=220.000000;

    PixelShaderID="Super";

    VertexShaderID="Super";

    class Stage1

    {

    texture="barriers\alaska_nohq.tga";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1.000000,0.000000,0.000000};

    up[]={0.000000,1.000000,0.000000};

    dir[]={0.000000,0.000000,0.000000};

    pos[]={0.000000,0.000000,0.000000};

    };

    };

    class Stage2

    {

    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";

    uvSource="tex1";

    class uvTransform

    {

    aside[]={10.000000,0.000000,0.000000};

    up[]={0.000000,10.000000,0.000000};

    dir[]={0.000000,0.000000,0.000000};

    pos[]={0.000000,0.000000,0.000000};

    };

    };

    class Stage3

    {

    texture="#(argb,8,8,3)color(0,0,0,0,MC)";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1.000000,0.000000,0.000000};

    up[]={0.000000,1.000000,0.000000};

    dir[]={0.000000,0.000000,0.000000};

    pos[]={0.000000,0.000000,0.000000};

    };

    };

    class Stage4

    {

    texture="#(argb,8,8,3)color(1,1,1,1,AS)";

    uvSource="tex1";

    class uvTransform

    {

    aside[]={1.000000,0.000000,0.000000};

    up[]={0.000000,1.000000,0.000000};

    dir[]={0.000000,0.000000,1.000000};

    pos[]={0.000000,0.000000,1.000000};

    };

    };

    class Stage5

    {

    texture="barriers\u_bunker_smdi.tga";

    uvSource="tex";

    class uvTransform

    {

    aside[]={1.000000,0.000000,0.000000};

    up[]={0.000000,1.000000,0.000000};

    dir[]={0.000000,0.000000,1.000000};

    pos[]={0.000000,0.000000,1.000000};

    };

    };

    class Stage6

    {

    texture="#(ai,64,64,1)fresnel(2.0,0.1)";

    uvSource="none";

    };

    class Stage7

    {

    texture="ca\Data\env_land_co.tga";

    uvSource="none";

    };


  7. I'm getting this error and cant figure out what is causing it. Does anybody have any clues?

    The model has only 1 texture mapped to it and 1 rvmat. There is only 1 uv set needed and no 2nd uv set exists.

    Warning: barriers\colorado.p3d:0: 2nd UV set needed, but not defined

    Warning: barriers\colorado.p3d:1: 2nd UV set needed, but not defined

    Warning: barriers\colorado.p3d:2: 2nd UV set needed, but not defined

    Warning: barriers\colorado.p3d:3: 2nd UV set needed, but not defined

    2nd UV set needed, but not defined in ReportStack not available


  8. Mines, as we know them today, will probably continue to be removed from the inventories of most modern militaries and replaced by intelligent "man-in-the-loop" systems like Spider and Scorpion.

    "Dumb" mines are too politically incorrect these days.

    Although after a protracted future World War, maybe the kiddie gloves will come off again. ;)


  9. yeah, probably BIS should simulate the real amount of time it takes to swim several kilometers. Players would LOVE spending an hour swimming to an objective.

    Also, wouldn't it be so REAL if we had to put flippers on and take them off and have an addaction for it and an animation of a diver hopping around on one foot while trying to take a fin off.

    Also in the video, the diver took the dead OPFOR's clothes off and put them on himself in just a few tenths of a second. They should instead have an animation for removing all the clothes done via motion capture and force you to watch the animation for the REAL amount of time. I'd love to watch my character disrobe a dead man for several minutes.

    Also, WHEN will they add proper urination and defecation simulation. I don't know about you but I have to pee several times a day. I think my avatar should have to also. Its also so dumb that you never have to take a drink of water, eat, or sleep in the game.

    So fake. Even though the current information reflects a game that's still a YEAR away from release, I'm quite sure this will be the fakest fake that ever faked and will be of no entertainment value whatsoever.

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