Aqu
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Everything posted by Aqu
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I haven't made a multi floor building yet, but to my understanding you have to make a ramp up the stairs (roadway lod) and link the path networks (path lod) on both (or all) floors through that staircase. Make sure the path lod doesn't go near any objects where the AI could get stuck. Also too steep ramp might stop AI.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yes. Landing gears, landing gear doors, flaps, antennas, superchargers air intakes on the outer side, weapon pylons and the lower mass balances were the first things to go. If I cut off the wing underside faces I would get a massive 260 faces off. If I cut the left and right fuselage half(where the engines are) I can get maybe 400 faces each. Center fuselage underside c 200. Those total 1200. Worth to remove, but not so fun to do all the time when it is still in WIP. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, that is a very good point. I do the "pruning" mostly by hand (because you really don't know the exact point of teh driver/pilot camera or does the viewpoint move slightly when he turns his head. Also you have to be careful with the animated objects. I often  leave the whole object in place if I cannot remove it completely, because otherwise I would have faces floating around (objects become non-closed). I know that is wasting, but at least in the WIP phase I find it more understandable to keep objects in one piece. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
If you continue that way it looks like it is going to add more polys to the model that rest of model has  I was tempted to do accurate cockpit too, but your limit of 10,000 made me limit the details only to the gunsight, dashboard and the yoke. It has 8,000 polys in the 0 reso LOD. So maybe I should put my 3D indicators into the cockpit. They have only 1,000+ polys each.  -
Ok, found a fix. It seems if the PNG (and maybe targa too) used as the source has an alpha layer, it makes the texture semitransparent. It seems to happen even in the parts where it is not transparent (i.e how it is shown in paint programs). To fix that you have make sure you save it so that it doesn't have the alpha channel. At least that is one way to fix it.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Have you looked at the partly transparent Horsa walls? I think it is the same thing or a very close relative to the problem I have now. I put the cowling of the P-38 black (normal to reduce the sun reflection), but now the bloody thing looks transparent (like sunglasses)! Â I asked it in the O2 modding forum, but no answer yet. http://www.flashpoint1985.com/cgi-bin....t=76197 -
Nice model Historically not a very common opponent for Camel as D VIII came only in the very late of the war and in few numbers. Funnily, I thought the same thing some time ago (that Camel should have an opponent), but I started making Fokker DrI, but it is still lacking cockpit and textures.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
About the terrain details... You said there is 1,000,000 object limit and you have already 500,000. Also the fact that the map is so insanely huge, I doubt you would even be able fill it completely I would say concentrate the objects in Normandy and around the Channel coast. I guess that's where most of the action is. About the big map equals bad terrain detail problem. I was thinking if it would be possible to make kind of "hill objects". A big hump and cover it with the terrain textures so that it doesn't show to be an object. Then just config it to be indestructable and immobile and and make the roadway and paths LOD so that even AI can walk on it. Put maybe few rocks and trees on it. This way you could make partly underground buildings like cellars, shelters/bunkers and trenches. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I have currently the same problem. I have hard time find good pics of the P-38 cockpit instruments, which could work for instrument  (+panel) textures. All the pictures are usually taken in angle which pretty much makes them useless. I have the Il-2 FB game, but I would be bit careful with that. It is a game and closely looking it has changes from reality here and there. They have usually 1 instrument for USSR, one for German and one for US aircraft for a certain type (e.g speedo). It isn't quite this simple even the same instruments were used in many types. Also don't you need some sort of a permission to copy them? It begins to look like I have to make a large model (p3d) of each instrument, take a pic of that and use that as a texture in the plane.  -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I rechecked the Calais thing. Sorry I remembered it bit wrong. It complained about "ca\buildings\data\zalchat_beton.pac" About not being to kill the 88 crew... My guess is that the p3d file lacks the crew proxies in the fire geometry. Result is exactly that if you forget them. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, the aircraft control rates are sometimes off. For example C-47 rolls faster than any fighter (I think). It is too quick for keyboard control and not even in realistic limits. Some other are moving quite nicely like the Spitfire, but many fighters need bit more responsive elevator because it is used in tight turns. The Tiger turret turning is awfully slow. I know it was slow or slower than most other tanks, but it also affects the gun elevation. The worst thing in that case is that in Arma the turret doesn't turn at the same time as the hull if the gunner positon is manned. IRL some Tigers crews had the habbit to turn the hull at the same time when they wanted to turn the gun quickly. Power of the guns is usually too big imho. I think it is bit too much if 1-2 shots bring down a medium size house. Because it is too much work and hassle to upgrade the building hitpoints I would downgrade the shell power. I would also vote for at least 2 types of shells: high explosive (HE) and a general type of Anti-tank/armour piercing (AT/AP) shell. Then setting the HE hitpoints relative to the BIS default values matching the caliber. (e.g 105mm howitzer getting the same hitpoints as the BIS 105mm M119 -> 210). The AP hitpoints could be c. 5-6 times the penetration value at 100m (for example) and only 0.0-0.05% explosive in nature so that they are effective only as anti-tank rounds. This would give AP rounds much higher hit value than HE, but because of their different natures they could not be used in swapped roles so much. EDIT: Oh yeah...snipers have tracers...bad for your health if you are a sniper I would say remove them from all infantry weapons unless really used. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I have had time to test it briefly so far. I got one error when flying over Calais. It was some error that cannot find or load some p3d file. Sorry forgot to write it down what it was exactly. It is alpha allright (or beta whatever) so it is understandable that the stuff looks to be in WIP stage. But even more than updating the vehicles there is one thing more important imho. If I was doing it I would add some stuff to the map. Currently it is very barren and you really cannot use terrain much at all. If you field a tank you are dead meat if the enemy has any planes. I don't think the map size is so much an issue yet, because to me it loads about as fast as Rahmadi so you could add a lot more stuff. The map is so huge that theres should be actually multiple people doing it  -
Snow adds quite a lot of work. So are you really making new textures for buildings, trees (which would need to be remade anyway because they have no leaves), terrain, etc. In a perfect case person would sink a bit into snow but I guess that is not possible to do with this engine.
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You can emulate minefields with triggers. If somebody moves there and some random chance (e.g 20% chance to step on it) and then put there a hand granade etc. I've done that...works, No biggie, but you cannot defuse the mines or the minefield (at least make it realistic easily). I've had a flu, so not much progress here. I could give the V1, but the sound has some odd bug - you can hear it anywhere with the same volume and if you move, shoot etc it cuts immediately. Â
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The total face is count is bit iffy. I have 9000+ faces in my P-38, but many of them are quads. The count of triangles is higher. If I triangulate it I get 12000+. In Stug I have even more, but in that I have multiple versions in the same model and I always hide part of the details in the config. To my experience I get more problems with models which have complex multilayered textures rather than models which have bit more faces. I dunno why but e.g Sigma-6 vehicles take much longer to load than any other. They have hi-res skin and normal maps and they do look great but  if you create them on the fly then for the first load it freezes system for some time. You have hit=1,200 for AP shell in Tiger's 88m and 250 in Sherman 75mm. Do you use some formula? If you use some sensible formula like I told above it kind of gives you the values easily without too much thinking. That feels bit too high difference. Part of the Tiger superiority came from the higher velocity gun (easier to hit, more range), thicker armor and also early Shermans had a bit tendency to catch fire too easily.
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I have no problem with the looks of the models as it has been said many times what is the bias in the first phases. If you have limit of 10,000 polys, I think I have to start dump stuff out of my P-38 and Stug  (bit over the limit) To clarify that means triangles and in the highest LOD? Does it have effect how big, complex or common object it is? If someone makes HMS Nelson, I bet it is quite hard to keep it under 10k polys if keeping same accuracy as in smaller models. But I think it wouldn't matter because there won't be 20 Nelsons cruising around at the same time. Other matter. So far I have used linear approximation how powerful HE round is based on the amount of explosive material it contains. This seems to fit the values default weapons have quite well. V1 had 830kg of Amatol and for example US 2,000lb M66 GP bomb had 1,061lb (481kg), so it clearly is more powerful than e.g german 1,000kg bomb. doing some math I get 13,000-13,500 hit points for it...quite a block buster. Also all sort of AP rounds should have a much higher hit value than the HE rounds for the same gun. Otherwise it would make HE rounds quite tempting to use in AT role. So far I have used penetration of armor (mm) in 30deg angle at 100m distance multiplied by 3. I.e. if penetration is 120mm, then I have put 3*120=360. But because this is only c. 3 times higher than HE round, it means if you can destroy a target with 1 AP round, it is often done with 3 HE rounds too. To go around this a higher multiplier than 3 could be used (e.g 10), but then the armor values need to be increased too. Also all AP rounds of all types should be fully kinetic (or at least very very close to 1.0) no matter what they were IRL, so taht they could not be used like HE rounds. Anyway I have come to conclusion it makes no sense trying to balance stuff to the default Arma vehicles, because already my 75mm StuK40 L/48 can blow T-72 from the other end of the runway and I still think AP rounds are too weak compared to HE. I would put normal tanks tougher than T-72 and Abrams.
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If it looks like OFP add-on it must be because of my 'great' skinning skills  It has only one texture file (texture, no material). I thought putting too much effort and big hi-ress skins makes no sense because you don't see them so often closely. Even the tri-count is low, it has a second LOD too. I read the engine cut before the dive was a bug which was fixed later. I have no idea when it was fixed and because in all the films you see them stop, I made it stop too. I don't have a launch rail or bunkers yet. It would surely be better with them. Later in the war Germans fired them from He-111 H-22 planes. So maybe you could make H-22 version of the Heinkel you have  I have one slight problem...The wing span is different in all the sources I have found. They range from 5.1 to 5.7m. It is now 5.7m.
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I have no knowledge of any OFP add-ons. I made this completely myself. Â I do not copy anybody's add-ons without persmissions It is unmanned (the normal V1). You set the target coordinates and press the "launch button" (scripted or go next to the missile and press 'start' ). It warms the engine for a while and then the catapult fires it up. Includes the "buzz" sound. It stops the engine slightly before the dive because people generally believe it was used to work that way.
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Spy photos of the secret Paraisomünde rocket site... Oopps, this one is going to go long For some reason the game gives all textures a slight neon tint, so have to adjust the color
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Yeah, North has more Euro feeling, but I have felt the buildings there are in a bit bad shape or run down - not so many useful in bigger cities. And some of the buildings are too modern, like the big 4 floor flat building where you can get in. You could use many of the industrial buildings from the south, some sheds and piers. I was thinking that some sort of "block" buildings (3-5 floors) would be useful (dunno if that is the correct word). Â You know those in bigger towns/cities which edge all the main roads on both sides. They are placed next to each often leaving no space between. Sometimes having a gateway through the house into a inner yard surrounded by other buildings. Cities like Paris and even Caen have centers mostly of those. In the '40s there must have been many buildings from the 19th century too, because there still are those today. My point was just that when making bigger built up areas the number of useful buildings might get bit low.
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If you are going to make replacement for the Arma Special forces, you could add US Rangers, UK commandos and German Brandenburgers for example It crossed my mind that above all this would need more European type buildings. Many of the South Sahrani buildings are bit too ... exotic. Â
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Like I said, if you have to do something...just leave them out! Putting iron cross there is totally wrong. In other games the issue have been delt two ways: a) Leave them complete out (Il-2 Forgotten Battles) b) use the + type cross (Call of Duty). I prefer a
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I hope you don't have to remove them. In my opinion (which nobody cares) banning them is just as stupid as just closing your eyes when you see a car is going to hit you. Anyway if you remove them, do NOT put there anything. In planes just remove the rudder swastika and put nothing there. In tanks you never see them anyway. Iron cross was used in WWI (or when there was "Kaiser" in the rule) and afer WW2 in new new army. It would just double the mistake in historical accuracy. If you have flags etc where you have to put something, use then the + shape cross used in tanks (and aircraft main wings)
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What do you mean with that? Sorry, bit badly said. When AI player is in a certain turret it keeps its heading and elevation when the tank moves/turns. The commander's cupola/turret is a turret right now and it keeps its heading when the tank turns...looks somewhat stupid when it is not tracking anything particular
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WIP piccie for the "Stuggie". I haven't found the reason why the gunner optics do not follow the gun yet (but the gun follows the mouse though). Â Mesh not finished. Need to add MG and shield on top, some stuff on the front and sides as well as animate the hatches. The armor plates on sides, 'saukopf' gunshield and the Sturmhaubitse version I thought to make optional versions, but that would make total 8 sub versions. BTW: Does anybody know how to kill the stabilizers from a turret.