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DaSquade

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Posts posted by DaSquade


  1. gpnvg18optics_ca.tga

    Converted with texview2 and looks normal.

    Converted with auto-converter while loading bulldozer.

    Looks normal in bulldozer...

    I also verified my steam files etc (as that was what google provided me with the preNlod error)...

    OEPS, i think i found my noob error. I simply replaced the modeloptics in cfg with my optics texture, instead of altering or making new opticsmodel.

    Do we have a BIS source opticmodel availible?


  2. You probebly correct on the X2 texture error. I thought it was possible, but been awhile and i think i never needed that format in the past. Will make a quick 4096x2048 sample to try out.

    EDIT: Unless i overlooked something else, i still get the error with the 4096x2048 texture.

    ->Warning: preNLOD format in object...


  3. Sorry for delay (short on time and took 2 project in between...).

    Anyway Bink helped me out getting the nvg ingame for testing. Goggles work (active/non-active) and we still have stock goggles... I tried a quick replacement optic (4096x1024) but that gave me an error (pre N blabla error, anybody?).

    Anyway that will be sorted soon.

    Still need to check for schroud and other options and continue lods...

    No eta beside...when it is done. Will post ingame teaser later on unless bink reads this (green light mate :-)).


  4. I agree with adam and max. It is one step you kinda must learn in the procces. This is want modeling is all about (the good and bad...). Uving isn't hard but the way you split parts will learn some things about how you best make you model itself ;-). Regarding the texture, like max pointed out, make something bacis (with ao integrated) and worry about the details (weathering etc) later on. In the 5-7 case it should be that weathered as it is polymeer (plastic stuff) material anyway :-).

    Good luck....

    Model itself might be a bit too detailed for game model (-> leave some details for normal map).


  5. I think you can overwrite the view if you make one and make a quick config for it, i wouldn't know about the stuff behind if you like i can send you an example of it? Just need to ask him if it's okay :)

    Cfg/scripting isn't and never will be my cup of tea :). Anyway, outsourced it for the moment, we will soon know ;).


  6. I'd love a version of these that took advantage of my triple head ;)

    One of my reasons i making it (realistic triple head NV screen display)...

    Sorry for the (high poly) teasers, but almost done. Still need mounting plate and depending on what can be shared cables/batterypack/helmet.

    gpnvg19.jpg

    gpnvg20.jpg


  7. Yup, high poly for AO/AS and NORMAL maps. Been out of the loop a bit and could use some leasons from my friend(s) regarding modo...(you can bake all kinds of textures including your _co based on the high poly model). Might stick to what i know, it did the job in the past...

    Still love modo, sort of user friendly but feels good.

    And thanks Binkowski :)

    @PN11A: you can fake a lot with normal maps and it is best to use it where possible. But sadly it can't fake outer 3D (displacements, at least i don't know arma 3 supports it...).

    Biggest problem will be to reduce the low poly model to the bear minimum (always hate that part :)). Still why to heavy atm...4xcilinders are always poly eaters.

    Any idea what a reasonable tricount would be for it? (yes most of the time i make my stuff next gen. compatible..haha).


  8. I did a AN/PSQ-20 model some time ago. It's nowhere near DaSquade's quality standard, but it looks a bit like it. I donated the model to Astast, so it's up to him what happens next with it.

    Thanks for that comment, but quality isn't ideal (->painfull to reduce details from high poly model to acceptable low poly model ;) ).

    Never the less, looks like a very good model mate. Can i know the polycount of it please?

    Meanwhile (highpoly teaser)....Halfway the Wilcox paronamic mount...

    gpnvg18_8.jpg


  9. ENVG indeed covers sort of nv and thermal. That would indeed be very handy but not sure if that would be possible (tweaking existing thermal colors and/or overlaying the two etc...).

    I thought there was an other topic made about this and a (small) workaround but didn't looked to realistic imho.


  10. I can confirm that! :)

    My mistake and that are indeed (pretty accurate from quick look but missing the connection bar?) PNVG AN/AVS-10 model... pilot NVG's. Good job!

    So i rest my judgement and hope you finish them :).

    Looks we still need a set of GPNVG-18 for the ground troops. But it is a start...


  11. Well, we have these... if I would ever get around to unwrapping and texturing them I could get them into the game. This is JeffersPang's model.

    Nice one, but hope you don't mind me saying it, not that accurate imho.

    Yes, accuratcy and details are my pets :p.

    If nobody is doing (a proper) one, i might consider picking up my old hobby and make one (no promise though).

    ..Who knows, maybe one day...:rolleyes:


  12. Thanks for the info and sorry, most of the info was apperently already posted before (regarding the issues). I'm not in the loop anymore but maybe the current build (TOH) might have many restrictions...in the end, i haven't played it yet.

    I'm sure we all can life with a 'basic' OA compatible version untill stuff gets more officially and documented.

    About the helmet. Well as you might know, PEOsoldier features many 'field tested' items but often this stuff gets standard equipement.


  13. Just wanted to congrats the involved guys again on the work. Keep it up on this wonderfull project. I kinda dropped out on modeling and gaming, but the apache gave me a lot of joy ingame. Yours might push me back into the game one day.

    I can only hope this gets the proper realisme functions including the 'take on helicopters' cockpit controles and video overlays.

    *Voted for helicopter sim platform!

    A bit offtopic, but did you guys looked into realistic pilot/crew layouts?

    That would be the cherry on the pie imho.

    Apperently this is the new Apache helmet:

    6244695502_f1310e25cc_m.jpg

    http://www.flickr.com/photos/peosoldier/6244695502/sizes/o/in/photostream/

    6244688646_86c29820b4_m.jpg

    http://www.flickr.com/photos/peosoldier/6244688646/sizes/o/in/photostream/

    Maybe you can work something out with PuFu as he is making the airwarrior helmet and the apache one shares the base shape if not mistaken.

    Never the less, keep in there and good luck.

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