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topas

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Everything posted by topas

  1. Pimping the LibMod-Blitz by EvilPit, stage 1 complete - model enhancements* and diffuse textures. Stage 2 -> _as / _nohq / _smdi / .rvmat / shadowvolume1, if time allows, soon Shovel, axe, mirrors, door and bed-sides hinges, windshield wipers, modelled steering wheel instead of a steering wheel-alpha-texture etc. added
  2. Thank you for yet another encouraging post belgerot. The Blitz is far for being revived though, what I managed to do so far is just a new UV and quick replacement of the most eye-hurting texture parts. The model itself needs refreshment - wheels and several other parts that are too low-poly for current standards need to be replaced. The body itself looks surprisingly decent and will do even better once new textures and materials appear. What's the most flawed aspect of the Blizt now is functionality. As it is now it's ZERO. It's merely a static object you can walk through, selections are not working, it's not even drivable. It only moves when fired upon -> once hit by a bullet it dettaches from the ground and slowly floats high above the clouds until it's completely gone, seriously :) I will do the minor model corrections, elements replacements and of course visual upgrades myslef, but will need to have someone experienced to actually make it a working addon... I have an idea and will need to approach PacUK for this one, I think. Same goes for the other vehicles I plan to bring over, like this Opel Kapitan staff car - still need permission, and above all, finding out who the original author was though....
  3. New content being worked on :) Two buses to operate between towns on our 10x10map. I'm especially proud of these as they're an effect of my recent Oxygen learning - the buses were created by merging parts of models that already exist in our mod and the GAZ 03 bus body from OFP Liberation Mod. Still awaiting the remaining 50% of permissions. http://imageshack.us/a/img266/3379/arma2oa2013022315083610.jpg http://imageshack.us/a/img4/8271/arma2oa2013022315151377.jpg http://imageshack.us/a/img708/374/arma2oa2013022321425754.jpg http://imageshack.us/a/img62/3867/arma2oa2013022321413531.jpg http://imageshack.us/a/img401/6373/arma2oa2013022320544257.jpg http://imageshack.us/a/img23/3831/arma2oa2013022315422628.jpg http://imageshack.us/a/img35/3594/arma2oa2013022320314187.jpg http://imageshack.us/a/img841/9175/arma2oa2013022321140192.jpg Inspiration: http://www.genealogia.okiem.pl/foto2/albums/userpics/10431/normal_tmpDDC.jpg http://www.genealogia.okiem.pl/foto2/albums/userpics/10431/normal_tmpDDD.jpg And, finally, some transport means for the Germans; I always found the Blitz overused in games and wanted an other truck in the mod, but the Opel will be included too. http://imageshack.us/a/img692/4453/arma2oa2013022500513073p.jpg http://imageshack.us/a/img594/739/arma2oa2013022501030640.jpg http://imageshack.us/a/img59/3606/arma2oa2013022501020043.jpg http://imageshack.us/a/img850/984/arma2oa2013022501013122.jpg http://imageshack.us/a/img18/2937/arma2oa2013022501004038.jpg http://imageshack.us/a/img845/9623/arma2oa2013022500534255.jpg http://imageshack.us/a/img526/3241/arma2oa2013022500532035.jpg Some veterans may recognize the original model to be the same Blitz that appeared originally in the OFP Liberation Mod. Yes, It is the same one. Made by evilpit, who gave us the most generous permission to use and rework the model for W39. Lots of work still needs to be done on this one, but the screens prove that the mesh itself is holding up very nice in ArmA II ;) We'll breathe some new life into this one soon. PS: The bigger one is of course from Invasion'44 - I was just comparing the sizes
  4. :j: ...that would have been nice, actually...
  5. @Pac / Dimitri Honestly, I do not have any idea what was the issue back then. It was just reported by the modeller who's not with us anymore (actually the co-founder of the mod) that he's having trouble implementing it and it just got forgotten over time.
  6. It would not be a complete picture of the September'39 defeat without these enriching the scenery, so.... http://imageshack.us/a/img16/2552/arma2oa2013021600554424.jpg http://imageshack.us/a/img819/820/arma2oa2013021600491450.jpg http://imageshack.us/a/img163/7360/arma2oa2013021600334092.jpg http://imageshack.us/a/img844/6946/arma2oa2013021600290462.jpg http://imageshack.us/a/img827/1592/arma2oa2013021600282707.jpg http://imageshack.us/a/img171/9650/arma2oa2013021601005446.jpg http://imageshack.us/a/img90/3423/arma2oa2013021523304352.jpg http://imageshack.us/a/img541/756/arma2oa2013021523202614.jpg http://imageshack.us/a/img542/3150/arma2oa2013021600404751.jpg http://imageshack.us/a/img690/3548/arma2oa2013021600380733.jpg http://imageshack.us/a/img152/9164/arma2oa2013021523173616.jpg http://imageshack.us/a/img853/9101/arma2oa2013021600364668.jpg http://imageshack.us/a/img96/6549/arma2oa2013021600341007.jpg http://imageshack.us/a/img32/1582/arma2oa2013021523401815.jpg http://imageshack.us/a/img853/9946/arma2oa2013021523380660.jpg Made over a year ago with intent of swapping the models after destruction of a vehicle; as it failed it has been abandoned. Now I have came back to it and decided to have them in-game after all; as static objects. Still need proper shadowLods, but can already provide for cover etc. (managed to bring them ingame by copying the config of our buidlings.pbo and replacing the model paths; a crude solution, but with my config knowledge - or lack of it - it's sufficient for now)
  7. I actually followed your suggestion and gave it a try. It really seems to be a brilliant tool, but is it really applicable in addonmaking? So far I have made some quick tests and determined TexView2 refusing to open 24 or 32bit nohq tga's made with Ndo 2. Saving those as .paa in Photoshop and than re-saving in TexView works though... Well, for what it's worth it at least seems to be an enormous help in creating normal maps for uniforms and other fabric-based stuff with gentle/soft folds and wrinkels. Will surely try to make a test uniform nohq during the weekend :) Thanks for showing me this. @belgerot, thanks, that's highly motivating. I'm glad the difference is already visible.
  8. topas

    Ancient Era Mod

    Perhaps try merging your recent post flood into one message, ryanbeckey0?
  9. Well, the Pacific mod mentioned is a different pair of shoes, as there's a whole team, devoted and active, involved. Without a team to speak of there's a slim-to-zero chance for W39 to perform equally. A3 is the logical choice, as it'll give time to iron out the bugs hiding in the models, take care of everything with no haste. Our ModDB site has some pics documenting my latest (although not the newest) efforts in fighting reslod0, cargoview, shadows and pretty much every other aspect of our models, including new textures. The German tanks and some vehicles have been made since the update, will post it soon. There's still a lot to be done for the 'technical' lods though, as one need to go over the properties and selections (much of this was originally done by our former modellers with ArmA I in mind, and as I gather the names have changed since then, so that's the reason (one of) for missing functionalities too (like damage textures)). For a pro, who knows what needs to be done and how, this would be a faster and easier task, but as I was always merely a 2d guy in the team, I first need to learn a lot (thanks Vilas for tips), and then do it (some things I already know and understand, but still am a bit in the dark as to some vital areas, e.g. configs...) Well, having said that, ArmA III for sure. edit: some progress on new textures/materials/new shadowLods + Abs' M35 ADGZ finally ingame (although as a static object without materials yet) Still, it's not all final yet - it's all part of the learning process for me; as you can see on the Ambulance's wheels :P http://imageshack.us/a/img818/9609/buldozer201302112041429.jpg http://imageshack.us/a/img716/7492/buldozer201302112034310.jpg http://imageshack.us/a/img849/2021/buldozer201302112033371.jpg http://imageshack.us/a/img600/7145/buldozer201302102218487.jpg http://imageshack.us/a/img6/4444/buldozer201302102155461.jpg http://imageshack.us/a/img842/4602/buldozer201302102155396.jpg http://imageshack.us/a/img812/3475/buldozer201302091945593.jpg http://imageshack.us/a/img845/3673/buldozer201302091945486.jpg http://imageshack.us/a/img801/4202/buldozer201302091945323.jpg http://imageshack.us/a/img12/8215/buldozer201302091945237.jpg http://imageshack.us/a/img94/3076/buldozer201302091945121.jpg http://imageshack.us/a/img716/9808/arma2oa2013021201001484.jpg http://imageshack.us/a/img826/8716/arma2oa2013021200592472.jpg http://imageshack.us/a/img835/3664/arma2oa2013021200585246.jpg http://imageshack.us/a/img593/8548/arma2oa2013021200582125.jpg http://imageshack.us/a/img51/6803/arma2oa2013021200475045.jpg http://imageshack.us/a/img571/5686/arma2oa2013021113513510.jpg http://imageshack.us/a/img195/8541/arma2oa2013021113500718.jpg http://imageshack.us/a/img855/6990/arma2oa2013021111365570.jpg http://imageshack.us/a/img5/7007/arma2oa2013021111155298.jpg http://imageshack.us/a/img268/2903/arma2oa2013021101022287.jpg http://imageshack.us/a/img850/9877/arma2oa2013021100350809.jpg http://imageshack.us/a/img849/3554/arma2oa2013021100334668.jpg http://imageshack.us/a/img834/8656/arma2oa2013021100325508.jpg http://imageshack.us/a/img803/9281/arma2oa2013021100320430.jpg http://imageshack.us/a/img831/1744/arma2oa2013021014424893.jpg http://imageshack.us/a/img12/9665/arma2oa2013021014215378.jpg http://imageshack.us/a/img713/7426/arma2oa2013021014173846.jpg http://imageshack.us/a/img14/6601/arma2oa2013021002535865.jpg http://imageshack.us/a/img839/5048/arma2oa2013021002570931.jpg http://imageshack.us/a/img43/1697/arma2oa2013021013592635.jpg http://imageshack.us/a/img441/6549/arma2oa2013021014160966.jpg http://imageshack.us/a/img607/1333/arma2oa2013021014163416.jpg http://imageshack.us/a/img17/3941/arma2oa2013021014164974.jpg http://imageshack.us/a/img26/9774/arma2oa2013020917203988.jpg @skeligandrew http://img69.imageshack.us/img69/1503/fiat621tekstury.jpg (802 kB) Sorry for a late reply; This is what the .rvmat reads and combines (besides the fresnel and .dt values among others) Four textures complementing each other, containing different detail and responsible for different things (shine, matte, glossines, shadow, bumps). BIwiki has the topic covered, check it out.
  10. topas

    MiG-23ML (MLD, UB) WIP

    Thanks for all the hard work. The Polish paintscheme is a nice addition, thank you.
  11. http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2013-02-1120-31-41-14_zpsfb46a815.jpg He's driving on the wrong side of the road!! But seriosuly, any way to address the issue and have UK traffic in ArmAII? (just curious, as I have never looked into this kind of issues)
  12. topas

    MiG-23ML (MLD, UB) WIP

    Yes there was and in fact it was a 2-seater training version: http://www.airliners.net/photo/0671048/ They were a frequent sight for me as a kid, our Navy flew lots of those. :)
  13. topas

    MiG-23ML (MLD, UB) WIP

    Great additions. I shall anticipate this, as I still remember them being in service with our air force. Those were some beautiful machines.Any chance for a MiG-21UB someday?
  14. I just noticed it on you Nagant WIP pic.... the map you use in your logotype is post-yalta
  15. Overhaul continues. I'd say that on the visual front I pretty much reached a satisfying level of detail. Most notable, when compared to yesterday's pictures, new _smdi textures produced thanks to Max Power's brilliant tutorial, _as produced using the same method, improved _nohqs and, most importantly - using Mondkalb's wisdom* I learned how to make detailed shadow lods, . What's visible below is pretty much, officialy, the new W39 quality standard to achieve on everything we've shown you on the previous pages. Ther rather won't be any new additions to the content, "only" the visual / technical overhaul will be made fron now on - there's still some fixes needed in terms of what's not visible on screens. (hence the unavoidable decision to aim at ArmAIII once it's there). http://imageshack.us/a/img195/2348/buldozer201301250250486.jpg http://imageshack.us/a/img266/163/buldozer201301250250590.jpg http://imageshack.us/a/img502/38/buldozer201301250300179.jpg http://imageshack.us/a/img593/7439/buldozer201301250239257.jpg http://imageshack.us/a/img545/3892/buldozer201301250213557.jpg http://imageshack.us/a/img171/6581/buldozer201301250213449.jpg http://imageshack.us/a/img28/6361/buldozer201301250213225z.jpg http://imageshack.us/a/img221/3194/buldozer201301250212332.jpg http://imageshack.us/a/img825/4225/buldozer201301250213086.jpg http://imageshack.us/a/img707/7564/buldozer201301250213179.jpg http://imageshack.us/a/img855/6990/buldozer201301250239590.jpg http://imageshack.us/a/img812/6794/buldozer201301250141306.jpg And again, a comparison to once more show the difference made: Cheers guys, PS: Read those tutorials linked, it's worth ;)
  16. Nice runabaout. Do you intend to keep the model as it is (is it final), or will you attempt to squeeze some more detail into it after all? (No need to, as most people won't know the difference - I myself had to google for pictures. Just asking).
  17. Ok, here it is then, as promised yesterday. Complete overhaul (in progress) of the models in our storage has started. As I'm practically left alone, with everyone attenting other matters, I will take this extra time to permorm a healing procedure on each and every vehicle model we have. Some mess needs to be sorted out, quality needs to be improved. I have started the process using these two models (Polski Fiat 621L Tur truck and a smaller radio vehicle). Still need to do selections ad shado lods but have already fixed missing faces, cargoview lods, sharp/soft edges, redone proportions and made a complete new set of textures for both models, from scratch, including super shader textures (detailed, but only placeholder for now). Detail level is 200% as it was (resolution) and at least 400% when it comes to execution. Compare and see for yourself if it's worth an extra wait, even if I would decide today that the mod switches to ArmA III development. How it was 2011: http://imageshack.us/a/img17/8489/arma2oa2011052900455370.jpg http://imageshack.us/a/img401/7365/arma2oa2011052900440692.jpg http://imageshack.us/a/img15/1725/arma2oa2011072914300254.jpg http://imageshack.us/a/img560/4337/arma2oa2011062101252374.jpg http://imageshack.us/a/img715/783/arma2oa2013011910163935.jpg http://imageshack.us/a/img685/5279/arma2oa2013011910412251.jpg http://imageshack.us/a/img694/7127/arma2oa2011022016332819.jpg How it is now, 2013 (WIP complete overhaul) http://imageshack.us/a/img10/9256/arma2oa2013011916450436.jpg http://imageshack.us/a/img651/7540/arma2oa2013011916455375.jpg http://imageshack.us/a/img849/2186/arma2oa2013011916480587.jpg http://imageshack.us/a/img443/3861/arma2oa2013011916501608.jpg http://imageshack.us/a/img560/6971/arma2oa2013011916503572.jpg http://imageshack.us/a/img545/2563/arma2oa2013011919353333.jpg http://imageshack.us/a/img23/8771/arma2oa2013011919362739.jpg http://imageshack.us/a/img687/2079/arma2oa2013012401155797.jpg http://imageshack.us/a/img339/1733/arma2oa2013012401114652.jpg http://imageshack.us/a/img209/1625/arma2oa2013012301425606.jpg http://imageshack.us/a/img402/4186/arma2oa2013012301102591.jpg http://imageshack.us/a/img600/3319/arma2oa2013012222575954.jpg http://imageshack.us/a/img152/8069/arma2oa2013011920280864.jpg http://imageshack.us/a/img812/6888/arma2oa2013011919470705.jpg http://imageshack.us/a/img805/3569/arma2oa2013012401232516.jpg http://imageshack.us/a/img21/6540/arma2oa2013012401240867.jpg http://imageshack.us/a/img526/4118/arma2oa2013012401252641.jpg http://imageshack.us/a/img502/5020/arma2oa2013012401372099.jpg http://imageshack.us/a/img20/2959/arma2oa2013012401420383.jpg http://imageshack.us/a/img233/3738/arma2oa2013012401443610.jpg http://imageshack.us/a/img210/9132/buldozer201301191622086.jpg http://imageshack.us/a/img46/4238/buldozer201301232354005.jpg http://imageshack.us/a/img339/1366/buldozer201301232353284.jpg http://imageshack.us/a/img208/5958/buldozer201301232351166.jpg http://imageshack.us/a/img850/827/buldozer201301232348413.jpg http://imageshack.us/a/img580/9503/buldozer201301232347327.jpg http://imageshack.us/a/img89/4710/buldozer201301232347215.jpg http://imageshack.us/a/img717/244/buldozer201301232343570.jpg Don't mind if you see a foot sticking out of the driver's cabin. I have reworked the proportions and the front is not as wide as it (wrongly) was before. New character animations will compensate for that. Anyway, I will continue to work on the rest of our models at my own pace, taking on one at the time. Probnably ArmA III will be around already once I do, but that's no harm and can only benefit the mod as a whole, so I judge after the initial effects. What you guys think?
  18. Recent days gave me a lot to think about in terms of the mod and it's completion. A thorough investigation of everything we have atm reveals a pressing need for reshaping our philosophies and criteria. We're simply stretched too thin to realistically hold on the the original idea of delivering a full-conversion mod. Well, it may happen at some point of time that we pull this off, but if this policy was to be maintained I'd probably would need to announce that we're giving up any release plans for ArmA II in favor for ArmA III based development. Who knows, maybe this will be what appears in one of my future posts sometime soon - this would be the best guarantee of delivering fully polished content, true to our initial intentions, historical criteria and visual / technical standards of the game. Anyway; for anyone reading the above as 'mod cancelled' - it's surely not. Tommorow I'll post something that will visualise my thoughts a bit more and hopefully you'll be on my side with decisions. ;)
  19. topas

    Media Coverage | No discussion here!

    http://www.portalgraczy.pl/aktualnosci/item/183-arma-3-bliska-wydania
  20. When I wrote that I was meaning our mod, not I44, but yeah, I'm with you on this one. In our case the civilians should (and eventually still are going to) be showcased in a broader scale than in other mods, which has it's grounding in historical facts.
  21. They're far from being finished. Models and textures are largely ok, but there's still a lot of stuff missing to consider them fully done (selections, lods, anims). Plus, we have like 2 cars, one of which is for exclusive use only, donated by a Mafia modder; the other is made by a member I lost contact with and it'd be pretty hard to obtain permission for outside-mod use. There's pretty much noone who would be interrested in making era-specific civilian cars from scratch and there's very little of freeware stuff that could be used as a starting point or be converted. Pretty much of it out there is either of shady origin (to say the least) or direct rip-offs of copyrighted material from Mafia or L.A. Noire. What's left is asking individual permissions from sources like smcars.net, but 3d artists there make their stuff too high-poly to be considered game material... We have some sketchup models and permissions but there's too much differences in modelling technique and too much work needs to be invested in such a model to work as an ArmA addon. I myself pretty much given up hopes for a wide representation of the civilian faction.
  22. Just a small observation; The conversion of OFP models would not be a task as tedious as initially thought. In fact, it turned out that the original OFP .pbo's do already work in ArmA II - the only modification needed was to change the 'required version' value to 1.0 ;) The planes are there only as static objects with no user actions available, but it shows that the work required won't be so extensive after all. Credit & Models -> FW200 and FDF
  23. It does, we have 2-turrets (T-26) and 3-turrets (T-28) ingame and working. From what I was told by the teammate who was in charge it takes some config work, but it works. I'd say go ahead and bring the T-35 on ;)
  24. topas

    Ancient Era Mod

    Your confidence is quite encouraging. I think I won't be giving up hopes for cavalry units in our mod then just yet ;)
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