Arne
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I do it that way with PS7 and as long as you save them as 32bit TGAs without compression you should be fine. But I remember that I had serious problems with PS6 after upgrading to 6.0.1 or so. It f*cked up all TGAs so I downgraded to 6.0.0 and all was fine again
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Sure, but that needs not be the case necessarily. AFAIK BF2 (and maybe it predecessors) only use one Resolution-LOD and the 3D engine simplifies the model on the fly. Don't believe it? Hugues Hoppe at Microsoft Research has some interesting demos about that stuff: Hugues Hoppe's homepage. Unfortunately it seems to be down at the moment
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Direct Link:CEEB_Rezina Mate, I love that island!
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1. Make sure you have switched on shadows in the OFP settings. 2. You need a ResLOD in your P3D with ~300 faces. (You may set a named property for all higher LODs with more faces to: lodnoshadow=1)
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regarding the WRP-Tool-tells-me-it's-not-an-ODOL: http://flashpoint.nekromantix.com/cgi-bin/yabb2/YaBB.pl?num=1126855964 Seems to be a WRP-Tool import problem rather than a binarize related problem. Have the same problem with some of my ODOLs. bye, Arne
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You may have a look here or even here. Hope that helps. Otherwise do a search in the troubleshooting sub-forum for "cannot create 3d device".
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Yep.... a tank needs/has to look like a sports car. At least a bit Like the good 'ol PzKpfwg.V "Panther" or - nowadays - the Argentine TAM. A really like that 'little' thing.
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Unfortunately I can't give you a solution, just some tips. The ladder is a two-sided 4-vertices polygon? Or at least set up with a couple of them? - use different TGA->PAC/PAA tools to convert the ladder-texture. Sometimes PanTools gives me bad textures whith 32Bit TGAs and a transparent Alpha layer. Then I use PaaTool - play around with the different settings of it. Try PAA and PAC. Sorry, don't know what the ingame issue is - have made a ladder in a similar way for my smokestacks: no problems ingame. bye, Arne
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Haven't much experience with AEF but are these AEF-Train related issues? Driving from Front to horizon - The engine went ahead but according to the switch it should have gone to the right. Engine came from top (horizon) and then ran straight into the green instead staying on the tracks.
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I'd suggest using a-lone-wolf's P3D to OBJ converter. Works well with all my models so far.
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IMHO linear interpolation is not the way to go. Have a look at the BIS Bus example in my first post: it's a non linear equation! I'll try to find a better way of interploation - e.g. Lagrange polynoms.
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People wanting to participate in Beta testing can contact me vie eMail, ICQ or MSN. NOT vie PM here as I don't check them frequently. Thanx, Arne
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Don't know of any tutorial particularly for that kind of weapon. But I suggest looking at other people's work (Kegetys made nice RPGs e.g.). IIRC a shoulder fired rocket launcher does not differ from a gun in respect of the LODs needed. The config is different and you can create a model that shows the rocket launcher loaded and empty (if that's a significant visual difference like the Soviet RPG-7/14) and a model for the rocket itself in-flight. Hope that helps a bit.
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Hello altogether, I've been working on a Win32 Application written in Delphi that could (hopefully) be of use for Oxygen2 modelers. The idea behind that tool is that correct LOD-Values (like the BIS ones: 0.5 , 1.5, 3.0, 5.0 ...) for a given number of vertices have always been a mystery for me. My tool is able to analyze MLOD models and extract the following values for each LOD: - LOD Value number - number of vertices and - number of polys in that LOD. Right now I'm computing another value that may be of use: a bounding box. That means a six sided box where the model fits exactly inside. Given that bounding box (a simple "convex hull") I calculate a 'Vertices per cubic meter' value. All the models you analyze can be saved in a proprietary database for future use. Now let's say you want a function for the number of vertices per LOD-Value. Example: Take the BIS Resistance Bus: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> LOD Value Vertices Polygons ========================= 0.5 3279 3264 1.5 2665 2133 3.0 1334 1078 5.0 779 602 7.0 491 306 9.0 195 99 Your model has 2800 vertices in a LOD and it has a similar shape/outline as the BIS Bus. Now what LOD Value would you give that LOD? If you look at the table it should be something between 0.5 and 1.5. But what exactly? So I tell my tool to analyze the BIS Bus and compute a function: LOD-Value = f(Vertices) I'm approximating right now through the use of splines. Disadvantage is that the function is not defined for higher / lower Vertice/Polycount than in the reference model (e.g. BIS Bus) because it just interpolates and cannot extrapolate. The first Beta of my App is almost finished, just needs some text at the axises of the drawn function and some testing. What do you think? Can it be a help? Any idea how to extrapolate? Anybody with knowledge in numerical computations here? Wish you a happy new year, Arne
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I got 17fps with a single M60 of yours on Desert Island with a XP2400/GF4200-128MB/1GB RAM. I really don't dare to test it on Nogova.... but I hope you will rethink your ultra-high-poly-count strategy. I gave you some hints about the "Why" today on MSN. You got texturing skills - use them! I think that ~10,000 vertices (like KingHomer's M1A2 or DKM's Challenger 2) should be the upper level. Regarding the Marder, I'll send you an eMail.