vektorboson
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Everything posted by vektorboson
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I've done that for my Tomahawk starting sequence. The advantage was that I set the velocity and therefore automatically knew the angle at which it is flying (and set the animationPhase accordingly). I've also done a JSOW once, using the plane class and setting the weight accordingly; unfortunately, I have neither of them anymore.
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You might want to check PaNTool, as it can merge textures and create the script for the merged texture. Eventually you have to edit the config-like merge script for correct paths. As for the LOD switching, there was a formula in the MLOD-description by OFPInternals: p3d-description.txt So probably that M value is dependent on FPS or some other value.
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The usual nitpicking Translation is only movement, but not turning, and translations are transformations. (no matter if you rotate or translate, in the end it's all multiplying matrices). Depends on how you implement lighting. You can do per-Vertex-lighting, but you can also do per-pixel/per-fragment lighting. In OFP it's per-vertex-lighting (but for the light cones of vehicles it's probably per-pixel). I hope that the majority of culling is not done on vertices! Best is to do culling on tree nodes, then frustum culling on bounding box/geometry, then bounding box occlusion (draw the bounding box and check if any pixel was drawn) and only then on vertices (backface culling!. Polar coordinates? I hope that I didn't miss anything! Perhaps you mean texture coordinate generation, where it is indeed possible to create spherical coordinates, which are transformed into rectangular coordinates. As much as the UV-information (and normals) is passed to vertices, the texturing is done on pixels/fragments. Very easy example: You have a face that is 1 sq meters and you have a face that is 100 sq meters in size. Both are at the same distance from the camera, which one is drawn faster? It's not all about vertices, graphic cards do a very good job at transforming vertices (such a good job, that people try to use GPUs as coprocessors). But still, there is the pixel fill rate that is often the bottle neck.
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Well, for this you have to select the affected faces, hit 'E' for Face Properties and select for Lighting 'Both Sides'.
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@Nephilim He asked about non-linear mapping @Messiah It means that the UV-cordinates are f**ked up. Example: Create a plane and texturize it; then take one vertex of this plane and move it somewhere. Check-faces gives you non-linear mapping. One possibility is to make two triangles out of the plane, another is to retexture the plane.
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Overall a good article, I'm gonna make the usual nitpicking That's basically what mipmaps are for; the graphics driver chooses a mipmap according to the triangle's onscreen size and thus uploads only a 16x16 texture instead of 1024x1024. Extra textures would increase the memory footprint unnecessarily. For OFP (and I guess VBS) this is not true. Light is applied to vertices. For ArmA it should be as you say. I think that this is a very bad comparison, as the second one probably won't be transformed at all; if there are no polys to draw, there are no vertices to send to the graphics-card. Regarding the Vertices-versus-Polygons-argument: One should use as few vertices as possible anyway. Let's look at soldiers: Their vertices not only have to be transformed for their position, but the head direction and the animations have to be applied, too. Animations are applied to vertices, and therefore there are a lot of calculations to be done. If one opens a BIS human model, one'll see that they have much much more Faces than Vertices. I think that descriptive filenames are better, especially if you have a lot of addons installed. The PBO-names have to be kept brief because of the MLOD restriction on texture paths. Best would be some kind of information in the PBO that could be extracted by a tool and tell the user what kind of addon it includes and what it requires. Some question: Is this official information from the Devs, or is it self-learned? Anyway, good article!
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Try this: Create a new P3d, and copy and paste everything into it. There is a similar error with TurkMods Franziska; the P3D is massive, although it hasn't as much vertices/faces as other high detail addons; the Franziska had animations defined, and thorugh simple copy and paste into a fresh model, it can be solved.
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Texturing Maps With Satellite Photos
vektorboson replied to Kin Hil's topic in ADDONS & MODS: DISCUSSION
Just a stupid question, but is it really hard coded to 512 textures per map, or is it rather a limitation of the 4WVR WRP-file format? In the 4WVR you have always 512 textures, no matter you use less. In the OPRW WRPs you have texture indices that are 2 bytes in size, that would be 65536 possible texture indices and therefore 65536 possible map textures. Or did someone already try it out and found that it doesn't work? -
Still, there are problems involved with setting the axis far away. Your models center is then way off the "real" center of your model, so you can experience problems with the drop-command or your tank does not trigger landmines. I hope BI implements the slide animation for ArmA.
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His problem was that he forgot to put a config.cpp into the directory. Binarize always needs a config.cpp before it can binarize your addon, no matter were your final config.cpp will reside.
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technical question concerning hidden selection
vektorboson replied to remo's topic in ADDONS & MODS: DISCUSSION
I think that the vertices are at least transformed by the engine (I remember someone wrote this), so that hidden selections have a slight impact on performance, even when not drawn. -
I don't need swimming in ArmA. But BIS has to change the dam(m)age water is doing to soldiers and vehicles. I don't know why, but right now water is like some kind of acid: It shredders your body until you bleed all over it, and vehicles explode in water!!! Regarding the screenshots: I think they are nice enough; but I'd rather see some engine limitations removed *cough* missiles on wheeled vehicles *cough*
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Which version of Binarize are you using? Is it the one that is currently on the Breathe-Site, or is it the one, that was available to download on OFPEC? AFAIR the OFPEC-Binarize was the old buggy version, the version on Breathe is un updated version.
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Which version of Binarize are you using? Is it the one that is currently on the Breathe-Site, or is it the one, that was available to download on OFPEC? AFAIR the OFPEC-Binarize was the old buggy version, the version on Breathe is un updated version.
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Here we go again... German Army in World Cup Caricature On this picture it reads: "Why the German Army has to take part in the World Cup." SPIEGEL online Article (German) Short: There is a debate in Germany about the role of the German Army in the World Cup. Conservative politicians want the German Army to secure the World Cup, fearing there could be terrorist attacks. This needs a change of the German constitution; the German constitution forbids using the army for inner policy. It's interesting how our politicians try to hollow out our constitution... This is, what the caricature is about: Stupid reasons to use the German Army for the World Cup... But the effect was, that many Iranians (even exiles) felt insulted and wrote to the artist and called him names; even death threats were among the mails. Now the Iranian embassy demands an excusion from the posting newspaper "Tagesspiegel". The artist meanwhile moved away and changed his phone number... Â EDIT: Article in the Tagesspiegel (German) The picture above was released on February 10th.
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Now we know what happened to Guba after CWC Good work, and thanks for converting to PAA/PAC!
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Well, preprocessFile is only necessary if you use C/C++ like comments, these are: /* Â multiline comments */ // comment till end of line And you can use C-like Macros and includes; if you don't use any of these, you can just use loadfile. Well, why did the author of GetBank and Pitch use drop? Because the spawning position of the particles is transformed with the spatial orientation of the model. There is no way but this to retrieve the orientation of an object (well it's possible in OFP:E and therefore probably in ArmAss).
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Which flag for a fictional country?
vektorboson replied to Sophion-Black's topic in ADDONS & MODS: DISCUSSION
Seems you haven't looked at many flags... Perhaps there to many shades on the AK, but there quite some detailed flags. -
Which flag for a fictional country?
vektorboson replied to Sophion-Black's topic in ADDONS & MODS: DISCUSSION
Here's my proposal: From the pictures you posted my favourite is the fourth. -
The problem with us Germans is: The average German doesn't care if the German flag is burning, well, because he just doesn't care ("missing patriotism"). The nationalist German doesn't care too, because it's the wrong German flag that is burning Â
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Please convert the textures to PAA/PAC; please don't use JPG...
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OFPL Lechistan, Object Pack i PKP 1.0
vektorboson replied to ag_smith's topic in ADDONS & MODS: COMPLETE
Yeehah! I guess I'll take a ride with the train -
All I have to say: The European peoples should never give in to those threats and histery from radical muslims. Europe is already giving up a lot of civil rights because of "terrorism" and it should not give up free speech because some people are offended by some caricatures. But it seems that economic interests are more important than the foundation of our democracies: Civil Rights, especially Free Speech.
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MrZig, I share your opinion about how addons should be. I'd like all addon makers to think about the lesser rigs and they should think about combining all those high poly addons in one mission. But theres one problem: Every addon maker considers his addon the most valuable, and therefore will try to make it the most beautiful. And there is somehow some kind of peer pressure to addon making, especially regarding the photography thread... Enough ranting, I'll stop here going off-topic.