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BadBenson

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About BadBenson

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  1. just wanted tell all 3ds max users who want to try this out that there is a script for max which lets u do the same kind of normal transfer. here's the link: http://www.scriptspot.com/3ds-max/scripts/normal-thief
  2. http://i582.photobucket.com/albums/ss263/BadBenson/arma20.jpg don't ask me how i did it...:D
  3. BadBenson

    Ai thread

    something that doesn't work since ofp is how an inf-squad (without at-weapons) reacts on a tank along its way to the target position. it's the first thing i tested with arma2: place 1 tank in a village facing away from an enemy AI squad. now give the squad a waypoint far away and let them cross the sight of the tank. the arma2 infantrie doesn't shoot the tank with small arms anymore but they fail to take an alternate route around the tank's sight. they just try to sneak directly infront of the tank's barrel. the tank see's them....some hundred bullets later they're all dead. would be so nice if the AI in general would be more clever in terms of evaluating the enemy's strength.
  4. BadBenson

    To all who already has it

    afaik all of this can and will be changed by modders. i just hope the (unfortunatly still not very smart) AI will be more moddable.
  5. some close-ups of the vest. http://i582.photobucket.com/albums/ss263/BadBenson/vest.jpg
  6. BadBenson

    Island Panthera (WIP)

    nice pictures. i'm really looking forward to fly through these valleys. and mucho respecto to your working speed.
  7. actually i made these A to take a break from my terrain and B cuz noone else made them. but i started working on my island again some days ago. when i have set up the clutter for the dry areas i'll take some pictures.
  8. these are some special forces units i've been working on. i plan to make also a desert camo version of the vest. http://i582.photobucket.com/albums/ss263/BadBenson/2.jpg http://i582.photobucket.com/albums/ss263/BadBenson/1.jpg
  9. @blackknight: you really need to adjust your colours. satmap, detailtexture and cluttergrass all have a different colour. in my opinion it's important to make it all blend well. it's more work but it's what the engine was made for (eventhough some fields on sahrani just disappear when coming closer ). it's just more convincing. the concept is pretty simular to the lod-system for models. i'm really no expert just some thoughts of mine
  10. nice texturing! hope u get it to work as it should ingame.
  11. BadBenson

    Razani, N. Waziristan Map

    looks pretty much like the real thing to me. just compare. great job Nick. and for those wanting a more desert-like terrain like seen in those vids just wait for what i'm working on 1 2
  12. BadBenson

    Safwan

    http://www.nigelfrench.com/psunmasked/palm_tree.jpg http://www.molon.de/galleri....ree.jpg i mean there seems to be just one colour in your leaf texture. no ups and downs (flat). i think since u can't do it with a normal map and spec map u should add a lil lightning to the texture. or maybe just lighten it up a lil bit. but that could just be me. still very nice. edit: looking closer i saw you actually have variation in there. so just increase the contrast or brightness. or maybe a lil saturation (but not too much )
  13. BadBenson

    Mikebart's Grass Pack [BETA]

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PixelShaderID="Grass"; VertexShaderID="Basic"; i don't know about the FPS but this fixed both shadow casting on the grass (beautiful at sunrise) and the alpha blending problems for me. looks very awesome mikebart!!! one question though. could you release some colour variations pls. cuz since it's not allowed to change the textures (i mean colour correction) it's hard to make it fit in the palette of my map. just some darker and less saturated (or more brownish) versions and maybe a dry one would be cool. just an idea.
  14. k guys. after all that talking i started a new texture from scratch. i'll now add dirt and detail step by step. for now the most detail is in the normalmap (as neph adviced) which looks pretty good i think. if u get closer it looks a bit plain but i'm gonna find a balance. i also added more poly to the tower (thx to plaintiff for the advice) to make it look more like that http://i163.photobucket.com/albums....ess.jpg more edgy not just like a tube. http://i582.photobucket.com/albums/ss263/BadBenson/1.jpg
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