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Everything posted by DaSquade
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WIP: Stuff you are working on 2!
DaSquade replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I thought ACU was at the end of its days as from what i read as they now officially are starting to wear multicam (UK even has its own version of MC). Looks there are actually several camo's beeing tested (UCP beeing one of them): Members of the camouflage assessment team in Khost province, in late October 2009 But beside that, good job. -
Visibility hasn't directly anything to do with selection name, config line or whatever. Simply select your glass model and use the Faces-> Move top/bottom/next alpha/previous alpha. Or you can 'cut' (ctrl+X) and past them all at once..not sure atm if it is the glass or the non-alpha model, but if not mistaken alpha needs to be 'on top'. Anyway, it has to do with the layer order. The visibility and effects of the glass is controled in the rvmat, but hasn't anything to do with is behind the glass (visible or not).
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Hello, You might want to add "autocenter" 0 in the geo lod of bought models. I assume you have bought models in the same x,y,z coords to start with offcourse.... Otherwise i wouldn't know what could cause it. Good luck.
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SyNcRoNiCzZ AddOn Release Thread
DaSquade replied to SyNcRoNiCzZ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hold on...looks Wolle indeed misunderstood my post/pm. Sorry mate i wasn't that clear it seams (it was typed in a hurry as i needed to go). My post and permission thingy was only directed to JonPL based on these post: http://forums.bistudio.com/showpost.php?p=1499568&postcount=48 (where he admits he had ported them to A2) and http://forums.bistudio.com/showpost.php?p=1499883&postcount=54 (where he shows pictures of the models in A2). Like said, we can't give permission for a port of our models atm. SO this hasn't got anything to do with the SCARs posted by Christian.1987. I'm not here to police his work and i do not care if he got proper permission for his models (not my job, since it aren't my work). So Wolle and Christian.1987, sorry if i caused problems. Carry on with your work (if you have permission of those guys involved). Last thing i want is to close a legal project! PS: Christian.1987 do not take this personally and don't blame Wolle for his mistake. Wolle is doing a good job around here. Often he has to take care of too much, so mistakes happen. -
SyNcRoNiCzZ AddOn Release Thread
DaSquade replied to SyNcRoNiCzZ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Those are scuba's and my models. Thank you JonPL for posting those pictures. We couldn't do anything against the fact your ripped them for personal use (without permission) as there is no official rule against that, but posting pictures of them does make you break a forum rule. So reported and hope this was your last post around here. Have a nice life mate. -
Super job and i apploud (?) the time and effort that went and will go into that. Keep it up.
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Is there a demand for this?
DaSquade replied to loosebruce's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@colonel stagler: You are a nice example why many talented modelers stop making new free stuff (here in this community and other game platforms). I guess it even shows why there aren't many new persons who take their first steps. Some people simply don't understand how demotivating it is. If there is no respect anymore under modders, the end is near. Ripping stuff from community workers (that do it for free) is one thing and like many of us who have encountered theft, we can't do anything against it. But when people start ripping and hosting game developers art work, it becomes a real pest. Next thing you know, people start to wonder why game developers start to stop supporting community tools and support and the only way for new contence is by payed expansion packs or patches. Stop beeing selfish (?). In the end it is only an object ingame, not sure if this disrespecting way is worth it in the long run. Yes you make a point that a port isn't a few second work either, but if you want a game optimized model (especially in arma witch really need optimized models aka lods/sections or people will wonder why BIS games run bad on their systems). The problem is most people who are too lazy to take step A (making your own model) are often too lazy to make decent lods (and nope, automatic model reduction tools aren't the best way) or merge textures. Heck even a lot of models aren't even suiteble for this game. Anyway, good luck trying to get permission. -
Is there a demand for this?
DaSquade replied to loosebruce's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oeps then, i didn't knew the topic tittle was that misleading: when in the end it initially was just a personal project/goal ;) . Anyway, personally i have nothing against ports of models in the sense that is only for educational purpuse. It is nice to see you are considering and understand there is still a long road between 'i have this great looking model' and 'i have this great looking model ingame'. Afaik, there shouldn't be a big problem. Unit/character models are sort of a class of it own and will need more work, also their build might be a problem, but since arma2 allows better animations/rigging i guess they should do fine. Anyway, it is indeed best to start small and simple (with small static objects). Depending on your previous modding experience and motivation, it is all about learning. The learning part is often discovering how others did it, but as long as you respect their work, you will get respect in return. That will open doors. As you already learned, without respect it will be hard to find those key answers of 'how do i' ;). -
Ah no mate. Well yeah, we noticed some of our stuff other community work and even some of BIS material was ripped and openly beeing hosted, but since we can't do anything about it we stopped caring about that part. Even BIS didn't reported back to us and afaik they haven't taken actions aswell. Even worst is to see some members around here are even promoting the site and providing info....ohwell. But no, it isn't a stealing issue. Like said, follow the news. Scuba and me are still making stuff, atm we simply don't have much time for community work :) .
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Is there a demand for this?
DaSquade replied to loosebruce's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well sure, i guess the receiving end of this community will accept anything as long they don't have to do jack and it is for free. But at least they will praise you. You mean: all 2009 (new) registered people who's name doesn't ring a bell (-> did any community work, if not..my appoligies).... . No disrespect to them, just a fact.But to fight rippers who lack respect and permissions of other mens work. Again don't take it too personally but imho all this ripping and look at 'my' work is slowly killing the community as far as i can see and hear. I understand for some it is just a mather of 'i would item X ingame not mather what'. Guess it is hard to find people these days that actually considering modeling as a fun thing and something personally they love doing.Maybe it is a state of mind, but personally i always find it a challenge to recreate something new or what has been done already, just to proove myself it can be done and maybe even better. Anyway.... Ripps or selfmade stuff? I noticed your post in the arma2 editing section and was wondering. Good luck finding help once your received the 'model ripper' stamp :). Again, no offence, but this has some history around here. -
Hm, i don't have any numbers or did any test, but i don't think the problem is the plane. Have you ever drove a truck and any other big axles vehicle? They simply have huge turning circles mate. The problems is all airports so far (including most custom made maps) have third country airports. Please have a look how a real airport and their 'street' layouts are. BIS airports are simply not made for these big planes. But true maybe a small part is to blame on the plane configuration itself.... Back ontopic i guess...
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No need to talk to me nor Scuba (co-helper of the SCAR pack). Atm we don't/can't give permission to convert them for Arma2. We can't go into more detail, but i think it is pretty obvious if you follow the news a bit. I guess for the moment you FN lovers will need to need to wait for an other community made pack or CS port.
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Mapfact.net discussion thread
DaSquade replied to BadAss -Mapfact.net-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for the years of support and dedication, as well for your creativity and innovation! Sad to see an other old and highly respected team to leave the scene. The news on mapfact we a good and honest read. I think many can find themself in it....and yes, after all these years...sometimes it is time to move along. I wish you guys all the best with your private life... -
Is there a demand for this?
DaSquade replied to loosebruce's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
[music]SPAM, SPAm, SPam, Spam spam...S.P.A.M[/music] What i'm not allowed to spam this topic...when there is talk about ripping tools, ripping models for other dev. teams, sites that promote and host ripped official and community (without permission) models.... Good luck, but i guess there is a good change if you be able to port some of that stuff you will become the next praised god around here (by those that do'nt care at least). @Mods: I don't care if you PR or ban me. I did my part for this community and your bosses. If they don't care...Lets at least keep the boards clean! -
It works pretty simple. Simply select the object/shape you want to use to 'cut' and select the carve tool. It will cut (2d only, meaning it will only cut the face it meats....so it won't create a full 3d cut). Normally your cutter object will stay selected...so delete or hide if still needed. Then it is best to clean the created vertexes as i noticed it very often creates unwanted (very nearby multiple vertexes). Then rebuild your faces. Not super, but i suppose like any subtract/union/whatever tool, there aren't any 1 click tools. That is why i often prefure building from scratch instead of tools.
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In my school days i used to work with autocad (but that has been awhile now). I haven't followed the programs evolution but afaik it should be possible. Afaik it has 3ds, obj and fbx export. Sadly BIS didn't include FBX import in their tools anymore (there is a way, but an expensive way :d ). Anyway, it should be possible. The only problem i see it the fact you will have to make sure the model doesn't contain any +4 vertexes faces as O2 can't read that kind of faces. So you will have to spilt your faces. Ideally you best work with obj as 3ds will not merge your points if they are open. Also afaik an 3ds model will become traingulated during export, so your import will be a bit screwed but that can be fixed.
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WIP: Stuff you are working on 2!
DaSquade replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good job TheSun. Personally i would of made the body tube based on a 32 segment cilinder though. Meaning, smooth detail of the smaller parts versus the big tube. It wouldn't kill the total amount of faces as the tube doesn't contain that much connected details...but that is just me and my hate of low poly non-smooth cilinder against the skyline. Mind to share a pic of the other side? Also i suppose that is quad/mixed tris face count and not fully tris count right? Keep it up... -
WIP: Stuff you are working on 2!
DaSquade replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Binkowski: can you share some more info on that VLTOR CASV model in some of those pics? -
A.C.E. Advanced Combat Environment Mod 2
DaSquade replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
M79 wires: 3801 tris - 2116 mixed (quad/tris) - 2172 O2 vertexes - 1 section - 7 res lods - 1 2048x2048 texture. -
ArmA II: Operation Arrowhead discussion thread
DaSquade replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Well sadly BIS can't port models for other engines/communitys for free (didn't want to offend your God offcourse). Guess that was me. That counts for the M2 and some other weapons that date from the OFP area if not mistaken that have been kept re-used. I find it very sad as this is one of the elements that contribute to the reason why arma runs poor afaik. Keep in mind these weapons are mounted on many vehicles and as static weapons aswell. I'm glad you at least understand the reason why (costprice to replace) and you don't have big hopes. Time will tell i guess... -
WIP British 4 Rifle Soldiers
DaSquade replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It doesn't mather if the model (in current shape) is triangled or not. In the end, one needs to think in tris and point count (although the point count in O2 is fake aswell -> hard edges aren't calulated). Faces (quad) is simply a fake and easy way to work with your model. But there are indeed a few thing on the ris plates that can be optimized....that and a few other things. -
WIP British 4 Rifle Soldiers
DaSquade replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ah, in my opinion at least the highest res lod (so 3rd person) you should have an true 3D ris. It is bloody 2009, nearly 2010 folks :( . From artist point of view i would even dare to say the view pilot lod and highest detail res lod should be nearly identical in detail. The only difference i do in my latest models is have the smaller details in a less segmented shape. Personally i refuse to model scopes for example in less then a 64 segment based shape, for view pilot that is. Yup you quickly end up with a 15-19k tris weapon model. But again that is a personal view. Been modelling long enough for this game...there comes a day you simply can't stand lower poly stuff anymore. Since there aren't any mayor feature improvents on weapons the last few years (apart from hand animation...) one gets tired of doing the same stuff. I agree a lot can be 'faked' with normal maps, but in the end it stays faked. I again refuse to make something in normal map shape if it siloute in RL should be visible and covering other parts, meaning external items. *We want hard-coded supported animations on weapons. -
WIP British 4 Rifle Soldiers
DaSquade replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for the wireframe. I was refurring to the ris block versus ris bar. Looks more or less individual blocks but not 100% free. Anyway, still room for optimizing, but i leave that to you. Keep it up. -
WIP British 4 Rifle Soldiers
DaSquade replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking good STALKERGB. Any info on poly/tris count of the newer SA80 model. Don't worry, i won't flame you or anything on numbers..i'm just wondering. I'm all for 3D detail instead of fake '85 2D low poly models. A wire would be nice to see aswell. Wondering if you tried to optimize the RIS (non connected individual RIS blocks). Keep it up. -
WIP: Stuff you are working on 2!
DaSquade replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice to see you are back Jenny and you decided to continue the VSS. As for scope: Go for standard version...unless the ruskies have some thermal sight :p ...do they? Scrap that thermal sight if it has the size of a fridge. Anyway, nice to see you back. (OFFTOPIC: my msn went fubar by the way, skype user only).