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BadBenson

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Everything posted by BadBenson

  1. BadBenson

    V-22 Osprey Tilt Rotor

    cool skin. i like how the "marines" fit the background. but i would maybe add some tiger stripes in a second colour (maybe another brown).
  2. BadBenson

    Razani, North Waziristan Map

    wow. very natural. i like the greyish colour of your sat
  3. dude, my scripting knowledge = 0 and about making different versions: if u think for a second u might realize that we had that idea already. but as u said it's not as "funky" as an automatic switch. i believe (as long as it's possible to give the models the texture switching script as default init)that it is possible. and ofcourse one could make 4 or more transition states to make it less obvious. and knowing when exactly the seasons switch should make it possible to make NO missions between those two days . would just be great to have one map that can be easily played in different seasons. or think about it in context of acampaign. coming back to a location different times and seeing how it changed. harvested fields...trees with different leaf colour or grassland with spring flowers would be just.......funky noone will suffer from that with today's download speed. and some MBs more for such a feature should be acceptable.
  4. there's a command called setobjecttexture. and in the mission.sqm the month is defined by a number from 1-12 as far as i know. but i don't know how to make it triggered by the date
  5. BadBenson

    Avgani Iraq 1.2

    sweet  but there's something about your wheat. i sent u a pm about that.
  6. BadBenson

    How to get an AI mate to re-arm with ammo

    give him the order (under >action in the command menu). or just download this and have your buddies rearm themselves like real men
  7. BadBenson

    View Geometry LOD & Clutter_textures

    well as i said before: the video i posted in the W.I.P.-thread clearly shows that using the wheat as clutter works to some point. but i'll repeat. once u've been seen by AI they'll know where u are. so i think that eventhough i'm using severall addons the view geometry works for clutter to some point. believe me i tested it...no fake
  8. ok. now i'm gonna give up on this. since every island maker suddenly wants to create his own wheat (and hell your texture rocks) i'm gonna wait and see which one makes the best one and then afterwards use this (if i'm allowed) don't have the time for this kind of competition. and like in all other sections it's unnecessary to reinvent the wheel over and over again and create the same thing over and over again. hope i can use this on my island when it's done...looks sweet(-er than mine) about the texture: that's why i made my own. i searched nights for a good reference. semms like we have to send someone to take a highres fotograf
  9. @Sgt.Ace:thx man...it's all still testing at the moment (since i new to this) and working on "different fronts" here. but i'm gonna fix this . about the wheat: yeah i had a more "screwed" version before and will try to make it look more random again. i'm just working on the gameplay aspect of it at the moment. since there's strange things going on btw did u get my PM on your animal addon? if not pls contact me on MSN pls: felipeH@freenet.de
  10. BadBenson

    View Geometry LOD & Clutter_textures

    mine does bend over when proning on it. maybe it's how u defined it in the island config. but pls test my model. i'm intrested if it's working on other machines with other configurations. i had once problems with other addons disabling functions or the clutter in whole. try it with vanilla if u didn't do so yet. and pls test mine and btw did u use the foto in your sig for the texture? cuz the field in your sig looks very simular to the one on the screen (which is good since it's a foto). bigger screens would be appreciated. u seem to have more randomness in your field which is what i'm working on for mine (i mean not all single wheat plants standing straight upwards)
  11. BadBenson

    View Geometry LOD & Clutter_textures

    as i said my model covers that situation if u are already prone when the enemy is in spotting distance then the view geo lod works. but once they saw u they always seem to know your position. you're right. just meant that it's kinda complicated since we had PM traffic on that already. as for LODs in general: best way is always to study the samplemodels from BIS. there u got working vegetation with view geometry. edit: thanks for pointing out the crappyness of my model but as i said i try to tweak it and played around with lods.and i'm new to this. but as i said it works in the way i described. u CAN shoot through (don't ask me why) well shadows are those things appearing when the sun shines on things in real life ya know... i would suggest to just replace the textures in my model with yours(not vis versa) and have a test run ingame. then step by step delete the unneeded garbage in my model.
  12. BadBenson

    View Geometry LOD & Clutter_textures

    original man i see u made your own...looking nice. i don't get why u didn't ask me that directly since we are the only ones that work on that kind of stuff. but fine...the view geometry works as follows if u use it as clutter: if u go prone before the AI sees u they won't see u even if they walk only some meters away from u as seen in one of the many wheat field videos you are referring to. for some reason they seem to always know where u are in the field if they have seen u already once. so good for stealth but not THAT good for open field fights. i'm trying to fix that at the moment. but u can take the model i send u the link for(PM) and look at the view geometry in o2. that's how u have to do it. but still the stated problem stays.
  13. some wip pics of my wheat field and mud huts. btw does someone know why my huts are fully lighted at night. the texture is fully lighted without normalmap at night. 1 2 3 4 5 6 7
  14. i think u have to flatten the roof a lil bit. but overall a nice clean modeled car...like it
  15. BadBenson

    Arma Mercenaries

    sounds like farcry 2 to me
  16. HIDING DEMO hey guys...this time just a crappy demonstration vid on how u can use the wheat to hide yourself. i already made some intresting tests (including suppression addon and other AI enhancements) which show that the AI is using the wheat field almost perfect in firefights. that means that they go prone to hide and once in a while they stand up or crouch to engage and shoot. thx to the suppresion addon the AI fires at the position they saw u the last time or the direction the sound of the shot came from. it's still all alpha(or whatever) but it's already BIG fun. the video i posted just shows the possibility to be unseen even if the AI is just some meters away from u which will make some kickass stealth missions possible. unfortunatly i'm a total noob on video capturing and compression stuff. so excuse the vid's quality. Â BTW: the russion specop just has a identityproblem based on a lil bug of that addon .and if u see lags...don't worry my pc is oooold
  17. sure i get the point. but those huts are really small so i thought it wouldn't make any sense cuz it's just 1 or 2 sqm. btw they were already enterable. i just closed the door . we'll see...if u think it's useful... btw another version (more fps-friendly) of my wheat field. i reduced the polycount without losing depth. don't worry about the wheat standing military straight. i just didn't screw the new version up to make it look more random yet. and if can handle setting up the model right in o2 it'll be a good possibility to hide as u can see... 1 2 3 btw: sry for bombing this thread with my screens...it's just so much fun to run around on the island and make some postcard fotos
  18. i won't make those two lil huts enterable cuz they're really small. would just cause more polies for no reason. but of course i'm gonna do some bigger houses which will be enterable. but i think i'm gonna add ladders to some of the lil huts so snipers can use the roofs
  19. some pics of the simple afghan huts and the wheat field i'm working on. the wheat field causes lag at the moment. but i think i can find a way to make it look dense and be fps-friendly. 1 2 3 4 5 6
  20. yep..i have a slowmo pc too so don't worry. the second lod is already a flat pic but still looking good. my goal is beauty and performance at the same time.
  21. new version of my poppy poppytime
  22. k guys...another update on my afghan map. this time i got some pics of the poppy(?) or opium plant model i'm working on. it's still heavy WIP (texture placeholder and sloppy UV-mapping). btw i decided to model some afghan huts. but first i have to learn the normalmap stuff. but if anyone wants to help me texturing i'd appreciate it poppy 1 poppy 2 poppy 3 poppy 4 poppy 5
  23. i was wondering how you get your own textures on an island. it's not that i don't know how to handle the layers.cfg and mask_ico (eventhough i'm starting to think it is ). but if i rename the files (paa png and rvmat) of the sample island and define them with new names in the layers.cfg along with assigning them to different colors in the map_legend than the originals, there're still showing up like in the samplemap. so could someone please post a brief explaination what has to be done to get your own texture-maskmap-system. or in short to just add a custom texture without just renaming an old one. thx in advance
  24. BadBenson

    implementing custom textures...how?

    here's another app for normalmap creation...found it on another board: http://www.renderingsystems.com/index.php BTW: does someone know where i can find the queen's gambit drygrass used on porto? which pbo or which clutter class name is it?
  25. BadBenson

    QG Classnames

    i would like to know what the classname of the QB drygrass (the yellowish on porto) or the name of its model is.
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