DieAngel
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Everything posted by DieAngel
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Your soldier's field of view
DieAngel replied to fireship4's topic in ARMA - MISSION EDITING & SCRIPTING
actually the human field of view is at 180 degrees (almost) eye moments included, we do NOT have a full 180 degrees field of view at any moment. Instead our eyes move in rapid movements to create a mind image of the surrounding. Our eye's field of view is merely 30 degrees or so. -
it can be done, but as i said , unless you know exactly what you are doing it will look quite different from a true normal map. What i was meaning is that a tool to convert bump maps to normal maps in photoshop won't do the same job as you will only convert a 2D information (height in the case of a bump map to a shade of grey) to a 3D information (normal map is XYZ to RGB).
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it is very hard if not impossible to generate a truly 3 dimensional normal map using a 2D program, a normal map is a special texture that contain, coded in RGB the X,Y,Z difference between the "detailed" version of your model and the "game" version, using gray scale is basically using bump information (only height information) to produce a 3 dimensional information. Of course it can be done and photoshop has several plug ins for it but it won't look as good as a properly generated normal map
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well we tried the two first missions with a friend, and we aren't really... well actually we got our faces beaten to pulp pretty wildly, even in easy mode. We where actually wondering about a fes things things: -In the first mission we have been able to reach the perfect point for ambushing the officier, however we waited and waited and nothing was coming down the road. -did the mission maker beat his own mission? -does sending like 40 or 50 troops again a pair of fugitives realistic?
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here is another update, had to fix my computer so sorry for the loong delay its no more than 100Kb per image right? i worked on the hinge mechanism, i know most of it won't be visible really but I want to stick to the original as much as possible for having a proper normal map. The blue bit is a place holder for the twisting front of the gun to get an idea of the whole thing. i work from a profile of the weapon so the lengths should be about right.
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I have been drooling on the great cockpits of the lock on game and addons and i was wondering how complex could we make the interior lod of a copter/aircraft. As far as i understood we can have simple animations, like switch flipping and stuff, is it possible to use them on an interior vehicle lod, like when moving the landing gear down, the interior has the actual switches and lights animated. In short is it possible to have hyper detailed cockpits for user made helicopters and vehicles?
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about vehicle interior lods
DieAngel replied to DieAngel's topic in ARMA - ADDONS & MODS: DISCUSSION
how many triangles are alright for a vehicle interior? like hm, lets say for an helicopter cockpit? -
about vehicle interior lods
DieAngel replied to DieAngel's topic in ARMA - ADDONS & MODS: DISCUSSION
too bad we haven't (yet , hopefully it might come) a more finer control on writing unexpected capabilities to vehicles and objects in general (doom3 had this neat capability that allowed to program interactive display interfaces on objects, i would look forward for ways to make really complex vehicles and working cockpit gauges (so far i know we can do a few, but as far as i know we can't create new elements, like gauges displaying airspeed, radars or cameras ,vehicle status, ...) would be just... great? -
would be cool to have piles of snow we can lay around roads and all where vehicles can get stuck. Just an idea
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could it be possible to have uniforms a bit less "warm" i mean with a bit of snow crystals here and there, think like how your gears looks like when you go skiing, some snow on the boots creases and the pants, and some stuck into the buckles aswell as some snow dust on the helmet and shoulders. It's just a suggestion, just that right now it looks like these soldiers are just dressed in winter uniforms in a summer place. Also if the windshields could get some ice, makes em a bit harder to see through, i know that when i drive in winter you feel very "encased" int he vehicle as your field of view is reduced a lot byt the frozen water on the windows borders and where the windshield brushes can't go. Other than my few suggestions, look great so far
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could it be possible to make them eventually try to go around a vehicle rather than letting them walk to their prey directly and go through the obstacle? i know its a BIS bug but i am wondering
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hmm okay so no cd trigger fade, that might explain how my last coop missions where nothing but slow death. I tried no cd because suddently after a reboot securom was obstinately refusing to start the game, even having the game cd in the drive, "security module couldn't be activated..."
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The ultimate realism
DieAngel replied to operation madman's topic in ARMA - ADDONS & MODS: DISCUSSION
3 times "never ever finished" still equal "never ever finished" it's the destiny of 95% of the started mods in the whole game modding community. What we suggest is that you hmm... break down your project in small steps, and judging by the fact you are at the step 0, in very small steps. Do not feel any negative comment from me , but you need to do this or you will never have a single element ever finished. -
Hmm can you show a picture of the normal map? It looks like the material is changing direction and that might make trouble with the normal map.
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Arma Keymapping for Saitek X52 Pro
DieAngel replied to DieAngel's topic in ARMA - ADDONS & MODS: COMPLETE
well i happen to have solved it by installing another device from saitek yeah , go figure :/ -
The ultimate realism
DieAngel replied to operation madman's topic in ARMA - ADDONS & MODS: DISCUSSION
you should start making a dock container, a red brick like container. As you are new it isn't much but compared to what you know today, it is the end of the tunnel. -
i assume that we don't have bullet holes in vehicles because the bullet collision lod is a LOT different of the visual model, would make the bullets holes stick in a weird way to the surface no?
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Bit of advice please, graphics and aiming issue
DieAngel replied to Cuzer's topic in ARMA - OFFICIAL MISSIONS
you mean you can't shoot straight or something? if it's the case you should not use a pirated version else, well Arma need a pretty sturdy configuration to run well -
Bit of advice please, graphics and aiming issue
DieAngel replied to Cuzer's topic in ARMA - OFFICIAL MISSIONS
you mean you can't shoot straight or something? if it's the case you should not use a pirated version else, well Arma need a pretty sturdy configuration to run well -
you mean you can't shoot straight or something? if it's the case you should not use a pirated version else, well Arma need a pretty sturdy configuration to run well
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it's funny cause binocs are nothing more than a scoped rifle without bullets, and i remember being able to move with a scoped rifle
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i would use a countdown trigger...
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An idea for creating choke points.
DieAngel replied to DieAngel's topic in ARMA - MISSION EDITING & SCRIPTING
yes this is the idea, it isn't really a line ctf as it is branching, but you shouldn't be able to conquer a position if there is no accessible supply road -
Okay maybe i am not putting anything , new but so far my main complain has been that when you play a cti, you have maybe 100 players on more than 100Km2 . Here is an idea to put some sense in these battles and avoid the "ninja capping" behavior i see sometimes (go on the other side of the map to cap a point) the idea is that you cannot capture a city if there isn't a direct road leading from one of your side's city to the city you want to capture. (the picture is totally unfinished but you get the idea) It would reduce the number of friction lines between the two sides and would put more players at the same front line, while keeping the large scale battle feeling. Comments? P.S. ALso i noticed several cities are having electrical airlines, could this detail be used to make some sort of strategic scripted advantage/inconvenient?
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well yes, we will have to do with arma's built-in mechanics, i know how it will work in the rough lines, i am not sure how fancy it will be however. so basically, when you have the cornershot as primary weapons, two options are added to your action menu, "twist left" and "twist right" Using each of the following action will swap your current weapon with the 60° left or right twisted version. Once in one of these positions , you will have a single option, allowing you to snap back the gun in straight mode. I haven't looked yet what animations are available that would make it look a bit natural, reloads are a bit slow for something that fast. Unless someone has a less clunky idea...