Drill Sergeant
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Everything posted by Drill Sergeant
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Check your email box in 5-10 minutes. Â I have the stuff just not your email. Maybe MP me the adress?
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How did you fix this? I'm haveing the same problem. *edit* Thanks. Win 32 virus..... As to how it got on my non net machine. Duno.... Must have been an infected addon.
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Switching streetlights on and off?
Drill Sergeant replied to egwal's topic in OFP : MISSION EDITING & SCRIPTING
Maaaaaaaan that is so freaken cool. Nice script. -
ADF Troops & SASR v1.1 (Bush/Des) - Released
Drill Sergeant replied to skeg_man's topic in ADDONS & MODS: COMPLETE
Well, hopefully he'll come back, I know what it's like to have a few people like it and a few people bad mouth it. You hear the bad comments more then the good. (Corners are bad I've been in the same corner for 2 years with my SEAL addon.) (Ellwood) (Jake) Then again I'll talk to skeg and we can try and sort this out. Would be a shame too loose this great work we've done here. Till then everyone sit tight and keep your fingers crossed. -
ADF Troops & SASR v1.1 (Bush/Des) - Released
Drill Sergeant replied to skeg_man's topic in ADDONS & MODS: COMPLETE
Well you can only take so much I guess. Screamen waste if you ask me. Shure the stuff needed a bit of work, few bugs. But it wasn't final.... Now looks like we might be stuck with nothing but what has been said and done now. Mmm I've seen more then one project die this way. -
I'd post a link to what I found out about textures by exparamenting and checking frame rates and it really depends on the object. (Forum rules state I can't post links to other forums (My own forum) Best to test it and make shure which works beter. But I do so like that BMP3, skins look great too all weatherd and worn gives it that real steel look.
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ADF Troops & SASR v1.1 (Bush/Des) - Released
Drill Sergeant replied to skeg_man's topic in ADDONS & MODS: COMPLETE
Skeg didn't make them. I didn't make them. They just need some detailing which I can assure you, it will be done. -
ADF Troops & SASR v1.1 (Bush/Des) - Released
Drill Sergeant replied to skeg_man's topic in ADDONS & MODS: COMPLETE
I did make and Aug with pink cammo. (Look on OFP.org under guns) As for the blood, the new blood looks well rather........ Bloody.... Trust me I'm maken the new blood. I'd post a pic but I don't think thats wise. Carry on people. -
Hey man that looks so |_ 33+. One thing that tavor looks kinda funky. I know allot of people don't like my guns but if you want you can use my model for the interal view. DS Tavor
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I'm not 100% sure but I think the bigger single texture would be beter. Also for wheels 32 point circles look good without consumeing allot of pollies. Ie use 32 points per circle with dots. I'll probably need to get a pic of this. As a matter of fact let me test the FPS difference with 2 small or 1 big texure for shure. Â *edit* Zander check your PM box for test info on texture sizes. (BTW looks great keep it up as is. Mmm more Russian stuff.)
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Switching streetlights on and off?
Drill Sergeant replied to egwal's topic in OFP : MISSION EDITING & SCRIPTING
Hi, Pic showing how to fix the lights First off I know the BIS editor comes with a neat little button. You hit the button and it pops up the landscapes ID. Then you can use this script 3 to turn off the lights. Just follow the steps in the pic. (BTW this is near the Nogavan bridge.) -
1998 has come and gone, as has 2002. We are nearing the year 2005. Over the years a substantial amount of addons have been developed. The one thing that most of them lack is Standardization. Now sure we can't all make everything 110% seamless. But we should at least try and group addons according to there detail level. A decided level of detail should be implemented and standardized. Now sure we can all vary things, make things different and interesting. Yet some standards of Standardization should be implemented. We need to realize computers can handle more detail than they could in 2002. We also know everything has it's limits. Now if you don't want everything standardized, so it can mesh together fairly seamlessly well that's fine. For those who are interested in standardization I have a few ideas. I. The addons need to have some structure as to "Standard" construction. A. The texture size, and amounts of texture files. B. The amount of polygons in a model. C. The amount of special effects within a addon which are handled by scripts. II. The ability for addons be "Classed" by there "Standard" A. def textures (Size, number off) 1. Type of object 2. Use of object B. def pollies (Amount of) 1. Type of object 2. Use of object C. Special effects via scripts. 1. Type of object 2. Use of object Now of course standardization does not mean everyone absolutely has to maintain a certain texture/pollie count. However it would be helpful for people to create certain addons within a certain standard. There should be more then one type of standard also, low def, def, and high def. If you feel one of these definitions is out of your computers rendering power, simply steer clear and let the authors continue there work in peace. If a standard for low def, def, and high def were in place, mods from certain time periods could decide upon a definition level and use it. This would allow more playabilty as the addons will atleast share something in common. This was the follow-up to my o2 tutorial. (My Final project) This is a first draft of the article, if you feel this is a good idea, I will finish the article, if you don't like it, I will withdraw the final steps. Copywrite Drill Sergeant Saturday, 13 November, 2004 12:52:27 AM Not to be reproduced without author's express consent.
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The Art of Standardization.
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
Was just one of my last ideas I thought i'd try before I moved on. Guess we don't need it. Sorry for the waste of space. Mods please lock. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
I'm not fully in understanding. Perhapse I am "in over my head" with this project. I don't think I can offer the comunity what they wants. Maybe extraction will have to finish this for me, because I have little concept of this. Sorry extraction. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
Ok, cool I get that part. Do we wan't to revert to the cover art style though or just use something simmilar to the recent pics? (I think one of my dudes might have a few peices of the cover art left, so I could recover some of it...) *edit* If we wanted it that is. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
I don't understand. You like the useless cover art which we deleted? -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
Well it's not that hard to change. The more the merrier. I rember some russain team had like 3 sets of the same infantry with differnt cammos or something and that was a big hit. So I guess we can do the same thing. HYK cammo. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
This cammo was custom made by a guy so it matched a real picture. but if we just want it to blend into OFP instead of being picture perfect I think I can do that. I'll have to ask HKY, Just to bad though the guy put allot of time into my current cammo. Oh well, what ever the comunity wishes we shall deliver! Radioman. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
I know there has been allot of politics going on about my guns so today I have decided to come clean and make some points painfully clear. When you look at most previews for games they have nice high detail models and maybe even some pictures on the cover of the box. These models are used in the game, only after being run threw a special reduction tool. Since allot of people didn't like the "Cover art" if you will, a friend suggested I release pictures of the true units which will be available for download instead of the outrageously high detail cover art. With little further to do I unveil my contribution to the USN addon for OFP. Seal Sniper M14 Before and After reduction. Hope you all like the changes. I know OFP can't handle much more deail then that now. I'm sorry for argueing with everyone, you were right. -
Well drow, if you stop and think, WW1 was fought on open fields and occasionally threw forests. Which will take up much less system resources then a high pollie sky and think Nam undergrowth. Also the buildings appear to be very basically modeled so I highly doubt that will lag. Just because a game engine is from 1998 doesn't mean something new and improved made today will lag. This mod is really doing a very good job of keeping things within the tight constraints everyone wants and no one has noticed. The addons look very good. Keep up the good work people.
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During game play your computer slows down, getting slower and slower until it simply locks up. Though lag is not always this serious it can reduce your chances on the virtual battle field, costing you those precious seconds in a fire fight. Inevitably lag usually leads the player to a early grave. Lag can be anything from an annoying stutter to an all out lock up which forces you to restart. This is caused by the program trying to render poorly structured addons. Rendering poorly constructed addons causes the system resource demand to skyrocket, straining the system to the breaking point. User addons usually enhance the game. Some addons are poorly structured by a combination of texture and polygon Structuring. Addons with poorly structured textures or models will cause annoying lag. A poly count is the amount of triangles which are merged onto vertexes which represent objects on screen. Operation Flashpoint's official 3d editing tool (Oxygen 2 Light) doesn't count or label these units which mesh over the points or vertexes as polygons, but as "faces". The reason being Oxygen 2 renders both triangular and rectangular meshes.  Yet both a three point mesh or triangular face (Imagine playing dot to dot hence three vertexes or dots with a line drawn from point to point to create a triangle.) and a four point mesh (rectangular) are treated as a single "face". To understand this further, a shape such as a circle or box is represented in 3d by a conglomeration of squares/rectangles/triangles combined together. A box in the shape of a cube has 6 sides, this is where the rendering system comes into play. If you decide to make a cube you place 8 points in the shape of a cube, then you have the frame or guide line onto which the mesh will be shaped. There are several types and  ways to render a mesh onto the square. The default way the mesh will be rendered is as 6 squares placed onto the frame in succession to give you the shape of a 3d cube. This causes the cube to have 8 points and 6 faces or sides. Next comes the more complex side of the process. Some computer programs only handle meshes as triangles, it takes two triangles to make a square and hence 12 triangular faces to make a square. So this causes the computer to have to render 6 extra faces which will take some extra power. When it comes to things such as circles and other complex shapes some faces will require 3 point faces or triangular faces, which is perfectly acceptable. Doing a whole object where 4 point (rectangular) faces can be used and instead using 3 pointed (Triangular) faces is not acceptable.  It will  DOUBLE the amount of processing power required. I Suggest you avoid programs which do this. I also suggest you take the time to learn to properly use Oxygen 2 light, though advanced and slightly hard to learn Oxygen has much more power. Once you learn to properly use o2 it will take less time and you will produce much higher quality models. When you convex or connect certain other shapes you have made to represent an object it will create faces in between what you have just connected, leaving useless and unseen faces which will cause the object to draw more system resources. This can be corrected by selecting the face and deleting it by hitting d in Oxygen. A properly created object should only render the outside mesh. (Out side meaning any side or part of the object which will be seen during it's use.) Once this is done and the object is created, you should optimize the shading of the object such as flat (referred to as sharp in Oxygen) and curved or heavily shaded (referred to as smooth in Oxygen.) Objects such as circles and very complex boxes will require a large amount of polygons. As a guide line in oxygen for a medium detail object you would use 16-20 point circles. For High detail you would use 32-40 point circles, once you have reached a certain level on most medium sized objects (height/width) 32-40 works perfectly. For extremely large objects such as municipal water towers or oil storage tanks I suggest a minimum of 40 point circles. As a rule of thumb when working with 3d models and internal or extra faces, "If you can't see it, you don't need it." To summarize, Extra unused, internal unused faces will up the amount of power usage. Rendering a shaded, detailed 3d model without any textures on it takes minimal computer power. Once a object has a texture applied to it the computer must render not only the object but the video card must, find, load, hold, apply and map a texture to the object, the more faces in the object the more places the texture must be applied. Yet, the more textures the more the computer will have to do to find, load, hold, apply and map a textures to the object. A simple lesson that can be learned about this. When doing a high detail/poly object keeping the texture in a single layout will reduce the amount of work your computer has to do. As an example a 1,968 polygon M4 carbine with 29 large textures will give you an enormous system memory hit. Why? Because the computer has to find, load, hold, apply and map each texture to the model, for each unit holding this weapon. The lag that stems from this has to do with textures not modeling. A 25,000 polygon Hind that causes a system hit draws it's lag from, Size, amount of units, polygons, scripts and LOD's. To give an example of a good combination of usage would be a 10,000-15,000 Hind with fewer but larger textures. It's much easier for a computer to load a 10,000 polygon model and put 3-5 textures on it then load a 25,000 polygon Hind with 20-40 textures or even say a 4,000 polygon Hind with 50-80 detailed textures. Textures can not make up for lack of model and more model can't always make up for lack of  texture. A balance must be found. A  2,000 polygon model with 8-15 Good high detail textures in a large format are equivalent of a 10,000 polygon model with 2-5 Good high detail textures in a large format. Paint is not 3d and it has it's limitations when shown on a plane sloping away from the point of view. 3d does not have paint, looks rather bland or un-shaded and is limited by game engine limits. A good 3d model with a good single or plural texture, is just as good as a poor 3d model and many textures. The trade off can be made with lots of planing and hard work. Computers from 1998 and 2000 have nothing compared to the machines we use now. Computer power has increased so dramatically within the past 6 years that a trade off can be done. Content should be developed for the future and not for the present. We are working in the dynamic and rapidly advancing world of computers. Technology will not be the same in 2 months or a year when we hope to finish our many projects. If we build for the future, computer technology will be there to support us when we finish. -Drill Sergeant Copywrite September 01, 2004 Not to be reproduced without permission of the author. Please note a revised edition will be made available within the next few days along with a introduction into o2light for beginners as a separate article. If you must flame or say something in opposition please email me at drillsergeantofprqs@yahoo.com. Use this thread to properly discuss the article and it's contents along with your own experiments and opinions.
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One suggestion, next time around model them with the cloths on because textures won't be worn like cloths. Which leaves us with a bunch of clothed yet naked people. Which isn't good unless your makeing a prono mod. Those female model pictures there kinda "Bear all" and yeah I do take offence at them. (Could see the day this happened.)
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WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
Maybe we should make them sweat for a little while so I have time to prepare the screen shot. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
She didn't She just goes on USO tours or simmilar. Of course that means she gets to play with the vehcles. Have pictures of her by planes too. Â Though she's not exactly the extra content. Then again I don't know if anyone is even TRYING to guess the extra content. -
WOODLAND US NAVY SEALs
Drill Sergeant replied to Drill Sergeant's topic in ADDONS & MODS: DISCUSSION
If photo bucket is running. Short BDU shirt, do we also want a standard BDU shirt rolled up? @ DarkSchakal Come on I'm being sarcastic. Though what you have just said is so close to some of the "Bonus" Content, it's disturbing. Â (BTW what you said is almost always my responce to people,who complain about the seals..)