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Everything posted by DaSquade
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Just checked and indeed it needs the woundstuff in the config. Works here now. BUT somehow the nomex suite leggs don't cast blood on them (not sure if in the original is like that) + i noticed one shot in the knee gets them killed where it takes two shot for the non-suites.
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As for the error in the replacement pack. Simply open the cfg and delete the ,joh_marines part in the requiredAddons line. Works here (thanks Wolle for the tip). Hm, starting to wonder about the blood textures. I only tested them in the editor (no replacement cfg). Would need to check what it does with the replacement stuff. If so, i suppose we need to add the cfgWounds part of johns cfg.
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I appreciate the help and replacement packs. Thanks. Sorry about that Matt .
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I (always) shoot single shots (or double tab). Nah for me it works as it should. Legs...arms..torso. Alive but wounded. Did you test it with vanilla arma, 1.09 or 1.08 if it mathers? @Manzilla: No, i tried but failed (as always on cfg's). But i received a PM and Matt will look into it (no promise-no time set). If John allows it, it will be pulished here. Although i noticed his pack didn't include pilots.
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Fine here. Small thingy here, for me the ESS goggles glass shader is giving weird colours when you look at it with the sun facing it. Small thingy, but maybe it need small tweaking in the rvmat? Not pic atm...if needed.
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So i tried to make my own (custom) replacement cfg. As i s**k and used an other replacement cfg, somehow i can get it to work. *joh_marines_REPLACEMENT.pbo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class joh_marines_REPLACEMENT { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CAData","CACharacters","CAWeapons","joh_marines"}; ->Addon 'joh_marines_REPLACEMENT' requires addon 'joh_marines' Arma's rpt: Warning Message: Cannot open object joh_marines\joh_marinedba.p3d Warning Message: Cannot open object joh_marines\joh_marinedat.p3d Warning Message: Cannot open object joh_marines\joh_marinedof.p3d Warning Message: Cannot open object joh_marines\joh_marinedme.p3d Warning Message: Cannot open object joh_marines\joh_marinengl.p3d
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Congrats on the new release . Now anybody with skills up for a replacement cfg?
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Pro(s): Finally 8800 fogbug fixed Cons: New grass population or lack of. Still getting CTD when alt-tabbing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cannot create system memory surface DXT1, 2048x2048 (size 2797568 B) Error code 8007000e Lod issues witch weren't in previous patch. The alt-tab bug. Had hoped that one was fixed by now. I don't play other games, but never run into problems in the past with other games. Pretty good system here (8800GTX - 2Gb ram). Sucks big time when you get CTD after a 3h coop . Any fix on that? I'm not using any commands like maxmem etc... Anyway, overall pretty good patch and it made me play arma again. Hope the FINAL patch will be a bit better (lods-grass-etc).
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Hi, 8800GTX card user here since it's release. I was wondering if everybody has it that ArmA has a lot of flickering textures, be it shadows and textures, wich flip on and off in the distance? I come from an ATI 9800pro and had it there aswell. Afaik, this was 'normal' then as the card didn't had the Z-buffer, where the nvidia counterpart had that buffer and never heard of flickering textures with that card. That was one of the reasons i stepped back to nvidia...but since i got it i still got the flickering textures/shadows. Can't really post a movie of it, but i'm sure lots know what i'm talking about and no need to tell this is pretty annoying at times (and not what you expect of a top range videocard). So i was wondering if anybody know what is causing it and how to fix it. Any help would be much appreciated. PS: I didn't searched .
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@Wipman: I know it is WIP, but please post a bit brighter picture (unless it was meant that way). [OFFTOPIC] -> It has been a while since i had my last english in school, but: - It is 'Let's see you (C and ya are urban street talk....as far as i know it was once a rule not to be used here). - It is: an english lesson as far as i know. -
Very happy with my PRO4. Like mentioned i need some time to get used to (so nothing for a 5min gamer a week or you must s$$ €). Works as good as perfectly once adjusted. The only cons in use i personally have is: - Like mentioned sometimes the free head movement in quick aims in CQB can be tricky as it is sometimes a bit hard to quickly readjust your view to center aim (i suppose a shortcut key recenter could fix that..if i could find a free/quick access key somewhere . - Maybe settings, but sometimes a bit sucky in use when you look sideways or up/down and loose track/connection with the device. Then your view will auto recenter, or something like that. Would need to recheck but it was something like that and frustrated me sometimes (especially in helis and heavy CQB situations). Maybe the devs of TrackIR could lock view when the max connection point is reached? But beside that and it need some adjustment to get used to it. An ultimate handy tool, in ArmA and other games it supports. I wanted to try or even buy COD4, but afaik it don't support TrackIR....so untill then....on hold here.
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
O2 user since 4? years for all my detailed res lod and geo-fire, whatever lods. I only switch to a protool for things O2 isn't good at or can't. ->UV mapping. ->LOD reducements. ->Ambient baking. But i don't make super high poly models to make my normal maps off etc... -
Although Keg's plugin is good, i prefure Texview2. DXT5 with the _co.paa works for me aswell. Not sure what the real difference between DXT5 and ARGB4444 are, btu it works here. PS: I mean...if you use texview2 RGBA None DXT5 (nothing-grey) PS: Euh, isn't it if you use your a part of your texture as alpha you need to use _co and if your full texture will be semi or full transparant you need _ca? Like the canapy is one texture and is _ca, but when i save my texture (witch only has a part that needs to be transparant) with the _ca prefix it makes the full texture semi transparant in bulldozer. This isn't the case when i use the _co prefix. Anyway, _co or _ca, in the end you will notice the difference but fact is your alphas need to be correct. Black in alpha will be full transparant. White will be non-transparant. Everything in between is semi-transparant.
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Mehmehmeh: I agee. So far for a welcome introduction . There is a simple sollution, for guys like you. Buy, rent, whatever...your own dedicated server. Add a welcome texts: All you m*** i*** who live not on my piece of earth or can't buy a decent connection line, F$$ O$$. -> . Hope you will enjoy your fix. Now a bit seriously, no expert but don't think you can block users with a certain ping. At least not automaticly (maybe you can). In case you don't run your own server, witch i dought or problem is to easy to fix, be friendly to the admin or become an admin and controle who comes in or doesn't.
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Armored_Sheep, any advice regarding those ST errors on non textured faces, meaning like in geo-fire and other non texture lods. Like i my post, you sometimes have it in fresh created (non mapped) stuff. Afaik it is nothing to care about, just wondering. Thanks for your input by the way.
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True and no hard feeling. But was just wondering if [10thMT]Tack-Up knew that . Well most of the times the model speaks for itself what can and needs to be 'deleted' or reduced. Sometimes it needs workaround in modelbuild to not reduce much visible impact but a poly impact (had to tell, but optimize drasticly).
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This would have been better posted in the WIP stuff you are making topic imho...Anyway. Although your principle is ok, i personally don't follow that. Meaning, in theory it is fine to have each following res lod have -50% but imho ingame that is not good. I rather go with a +-25% reduction, at least for the first 3-4 lods. Why? Because especially on lower end pc's you will quickly how swapping lods and this will be noticable. 50% is sometimes just not possible without noticing it. In the end you want to make as much lods so the engine has more lods to pick out when it is getting heavy (at least that is what i thought...). As for how. Sadly O2 isn't up for a easy reduction methode, afaik. You will need a good 3d program that can reduce edges and faces without loosing UV cords.
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@MehMan: Don't let yourself down. Very good job imho. Any info about the weapon build itself, like polycount etc and maybe a wire. @Neon: 'Render' looks good, but sicne you didn't started unwrapping it you might want to show us a wire. Never know you can reduce some without visual impack. PS: (First pic not working here)->Edit: nevermind, it is slowly popping up now. -
If you didn't changed the alpha and the name, then it is the convertion type imho. Save it as paa with the DXT5 convertion.
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Using a Tablet for model work
DaSquade replied to [aps]gnat's topic in ARMA - ADDONS & MODS: DISCUSSION
After a long time of considering buying one, i bought the wacom A5 size (16:9) model when i bought new pc. Atm i only use it for texturing. Personally i don't like it that much to model, but part of that is in O2 it kinda s**ks when you rotate views in 3D. Somehow if goes way to fast in Buldozer (i know of the +ctrl->slow). Maybe i want to spare my wacom a bit...Would need to test and use it more often to get a modelling advice over it. For texturing it is a dream. Once setup (brushes etc) it does the job and x100 compaired to mouse. You simply can't work that fast or detailed then with a mouse. Not sure what mouse you use, but i have the Logitech MX1000, witch is pretty heavy. When i use my mouse after i have hold my pen for a while it feels like a brick (seriously)...so that is also a +. Not sure what monitors you have (dual - 16:9 or other). But personally i think i could of went with a smaller model. I'm using 2x19" CRTs and even then the wacom A5 size is a bit big. Meaning you need to move a lot if you work from corner to corner. You can always adjust your workframe, be it 1:1 or x:x. Well i guess it is better to big then to small. Not much extra i can think of. Shoot and i see what i feel about it. In the end i don't use it that often, modelling more then texturing since new pc... I know there are a few other guys on the forum who have one (be it smaller or same). My conslusion is: if you have the money, pricy hardware, go for it. Buy it rather bigger then smaller. You don't know what you have untill you have it, but guess you will miss it if you don't have it anymore . -
After a long time of considering buying one, i bought the wacom A5 size (16:9) model when i bought new pc. Atm i only use it for texturing. Personally i don't like it that much to model, but part of that is in O2 it kinda s**ks when you rotate views in 3D. Somehow if goes way to fast in Buldozer (i know of the +ctrl->slow). Maybe i want to spare my wacom a bit...Would need to test and use it more often to get a modelling advice over it. For texturing it is a dream. Once setup (brushes etc) it does the job and x100 compaired to mouse. You simply can't work that fast or detailed then with a mouse. Not sure what mouse you use, but i have the Logitech MX1000, witch is pretty heavy. When i use my mouse after i have hold my pen for a while it feels like a brick (seriously)...so that is also a +. Not sure what monitors you have (dual - 16:9 or other). But personally i think i could of went with a smaller model. I'm using 2x19" CRTs and even then the wacom A5 size is a bit big. Meaning you need to move a lot if you work from corner to corner. You can always adjust your workframe, be it 1:1 or x:x. Well i guess it is better to big then to small. Not much extra i can think of. Shoot and i see what i feel about it. In the end i don't use it that often, modelling more then texturing since new pc... I know there are a few other guys on the forum who have one (be it smaller or same). My conslusion is: if you have the money, pricy hardware, go for it. Buy it rather bigger then smaller. You don't know what you have untill you have it, but guess you will miss it if you don't have it anymore .
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Texture and material free. Somehow it isn't linked to mapping...meaning, even unmapped (freshly made) you can encounter these errors. Imho, as long as you don't have them in your RES lods, nothing to care about. Like above, IF you encounter them in a RES lod, depending on the location (visible or not, well in a good model it will be visible as hidden faces should been deleted anyway), fix them by remapping them. -> Make sure you mapped them outside O2 or maybe copy/past the model in new file. Otherwise you will have an other 'section' witch i have been told not that good. A good model should actually never have more then 1 setion (weapon maybe two..model and muzzleflash etc). Less is better afaik .
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Wild step in the dark here, but afaik those errors are 'mapping' related errors. If you have properly unwrapped your model you shouldn't encounter the errors in a textured lod. Not sure but even if you encounter them they aren't the biggest problem to worry about ->EDIT: well depends, as if it is visible it can produce big problems. You might encounter them (at least i do) in geo-fire and any other related non-textured lod, but since i think they are mapping related, this shouldn't be a thing to be consurent about. Again, wild step in the dark, but this is what i had heard. Not sure if you encounter them in your textured model res lods...if so how did you map your model? EDIT: type (shouldN'T instead of should). Just encountered this error by the way as i accidently merged two edges in my UV map. Result is that it as streched mapped..If you don't fix it, this can have a big problem. Not only in color texture but especially in specular/normal map.
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WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
As the topic, a WIP test picture of the color/specular and normal maps on the minigun: Still need to tweak the material slightly and make some new material for the rubber/non-metal parts. Specular at its highest reflection angle in pic, but think it comes out realisticly even with current settings. Still need to semi redo the highlights on specular map since some are pretty of (crappy modo and its thick UV lines ) and adjust some other thngs that went wrong in a hurry... Thanks to Rock and Javhe (info and help ). Comments and suggestion always welcome. EDIT: for each type of texture -> a 2048x2048 map atm. Considering lowering it (1024x1024) or maybe the 'shader' maps only if it still allows good quality. -
WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't care that much about credits, never had and never will (like in the Nimitz case ) but just so you know it was my scope and my texture . Although i was pretty happy with the rest back in the days i made it, the mapping isn't up to todays standard imho...