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Delta Hawk

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Everything posted by Delta Hawk

  1. Delta Hawk

    [WIP] US Military Cargo Truck M35A2

    No problem. A little friendly humor. Welcome to the forums!
  2. Delta Hawk

    Nassau 1715

    Feint is pretty busy. I'm not sure if he has time to help with my boat. The long distance goal is to have players both row the boat and rig the masts to sail the boat. I feel like I'm understating the role the boat plays in my ultimate goal of making a multiplayer modification. The typical boat, whether it's a canoe, pirogue, gig, pinnace or the longboat, is very much the starting point of any adventure, especially the pirogue. Not to go off on a tangent about how important boats are (which I will) I already went on a tangent before but lets say a lot of Indians in the Caribbean, such as the Kuna, didn't like the "whiteman"...at all and they were very "passionate" in their hatred. If you're interested you can read about François l'Olonnais who met up with a tribe of Kuna. It didn't end well.
  3. That's pretty awesome! That's great you're covering so much in this time period. Lot of opportunities for missions and scenarios!
  4. Delta Hawk

    Nassau 1715

    As you can imagine loading a full length musket, much less a sea service musket, in a boat was quite a task. Never the less, they often fired pistols and blunderbusses from boats so yes, the pinnace will have FFV. It would also be an important feature when assaulting an enemy ship by boat. You can also walk around on the boat while it's moving. Just last night I boarded the boat on Altis' beaches, rowed out to the Persephone, climbed up her side gangway and onto the deck of the ship without dipping my toes in water ;) Hmmm...seems I need to do more to spread the word. Master and Commander is one of my favorite movies. I've research a few things in the movie and it's actually very accurate.
  5. Delta Hawk

    Nassau 1715

    Another weekend update! This time it's the "pinnace." It's very work in progress, more of a place holder to be honest as time is running out. To the common land lubber it looks like a "long boat" but a pinnace was very different. Obviously a ship couldn't just sail right onto a beach, so they would use boats like the pinnace. They were two masted light boats used to ferry passengers or soldiers to and from shore, communication between ships, scout out soundings for anchorage, or convey water or provisions. The Persephone and ships like her would typically carry one in addition to a yawl or a launch on what was consider the spar deck. In times of action though they were generally put over the side and towed astern. If you've seen the movie Master and Commander you can see in the first part of the movie both the Surprise and Acheron with their boats astern. If someone would like to make a script to launch the boat from the ship, tow it or bring it aboard send me a PM!
  6. Delta Hawk

    I need fix lag

    Is this before or after the translation? I mean, sure, they look like english words...
  7. Delta Hawk

    [WIP] Great White Shark

    I think this will definitely add more atmosphere to certain mods or missions based in the ocean. For example when I release my ship players can also use this mod so in shark infested waters people can either take the chance and swim to shore or play it safe and launch the ship's boats to go ashore. Or if a player falls overboard the threat of being attack could give them a sense of urgency to get back on the ship. If a mission also has a food and water system players could hunt the shark for meat. Or in my case if a ship is taken by pirates the pirates could butcher a corpse and throw it overboard to send the sharks into a bloody feeding craze, then throw innocent people overboard to get eaten for the pirate's sick entertainment.
  8. Very interesting. I've always been curious about the age range of modders for this community. Do you have anymore plans for future surveys?
  9. Delta Hawk

    Nassau 1715

    Thanks for your likes guy! I definitely appreciate it! This weekend I took my musket and turned it into a pistol! It doesn't have reload animations yet nor is the cock and frizzle animated, but it is functional. A lot of the work I've been doing these past few months is making simple, functional assets to build upon and if this does turn into a mod, polish and improve on them. A working pistol is actually one of my milestones for this small project. I have several milestones and I'm happy to say more than half of them are in a functional state. And I can't say how much I appreciate the help I have been receiving from some very talented people in the community! I don't want to go into detail but things are looking pretty good considering the nature of this project. Next big milestone will probably involve bribing BIS with a few six packs of beer for some information. We'll see how that goes.
  10. Delta Hawk

    Nassau 1715

    So I've made my British soldier's accoutrements. Yes, I've done my research. By 1710 "British" would have been appropriate verses "English" At some point I'll make a French version. It has also crossed my mind to make my first real life character. I guess you could call him the "Darth Vadar" of 1715. Can anyone guess who this is??? Here's a hint. He was a real person torn between two sides but ultimately betrayed his comrades.
  11. Delta Hawk

    Nassau 1715

    The latest "addition" that someone was kind enough to donate is coming along nicely. But in the mean time I want to show you my British soldier from around 1705. It took me awhile to get to this point and I worked on this most of my labor day weekend, so I hope you all like it. This isn't specific of any regiment but rather a generic testing platform for military uniforms from around early18th century. If I was going to make a mod this would be the beginning of it. Imagine yourself as a 15 year old boy in England around 1705. If you were lucky you were poor and worked on a farm instead of being a starving beggar in the filth infested poor parts of London. You know the War of Spanish Succession rages across Europe, but for why and how you could not say, other than an inbred Spanish King has died and Europe did not want to see Spain and France unite under a single monarchy. Considering you were poor and had a roving mind that desired adventure you decide to volunteer to serve Queen Anne, a person you love and admire, and fight in the War of Spanish Succession. At least they would give you fair wages, drink and food, right? Hopefully Divine Providence will smile upon you with this opportunity to serve your country. Maybe, just maybe, this will be a good thing...right?
  12. Delta Hawk

    Nassau 1715

    I'll take a look there. Good news everyone! Someone from another community was kind enough to donate some assets for my use if I do decided to make a mod! I can't say what these assets are, but one of them will be something every player will become very familiar with!
  13. Delta Hawk

    Nassau 1715

    Spanish circa 1715 that served in the West Indies. As early as the second? sacking and occupation of Nassau by the Spanish and French in 1703 and as late at the wrecking of the 1715 Spanish Plate Fleet. I don't think they still used morion helmets during that time but if you have studied this era I'm all ears.
  14. Delta Hawk

    Nassau 1715

    Yea...I don't know if that would go over very well lol. The biggest hurdle I have in front of me right now is making a basic uniform. I would like to make British and Spanish sailors and marines. At least then there's a legit team vs team scenario.
  15. Delta Hawk

    Nassau 1715

    Hey guys, just want to give you all an update. It has been quite exciting past two weeks. I've continue work on the ship. Using the multi material shader I've added tons of bolts (really oversized rivets) throughout the entire ship. Though these little details are small it really adds to the immersion of being inside an early 18th century Man-O-War. I've also started experimenting with damage. This is going to be quite tricky as there's a lot of things that can break for a number of different reasons like masts and yards. Hopefully soon I can show you all the inside. Next week though I think I'll once again try making slops.
  16. When Joe Biden saw this he said "This is a big $%#@!&% deal!"
  17. Delta Hawk

    Weird Pixelation on Model in Object Builder

    They are from your SMDI map. To trouble shoot replace your SMDI with a blank one and see if you still get the pixelation. (btw I love it when spell check flags 3d modelling terms, makes me feel like a boss) If the problem is gone it means you need to remake your SMDI somehow. I would highly suggest studying ArmA's SMDI as it is quite complex and confusing, but very powerful when you master it.
  18. Delta Hawk

    Advice on texturing

    Any updates?
  19. Delta Hawk

    Nassau 1715

    Hey everyone! I'm excited to show you my latest addition to my ship, the French Naval Boarding Axe! Naval boarding axes serve a distinctive purpose aboard an 18th century Man-O-War. Smaller than a battle axe but larger than a hatchet they were used to clear away debris from a ship, cut away damaged rigging and pull away burning obstacles. Also, obviously, they were used to split open the heads of the enemy, dismember them and lay their insides to bare. As morbid as this sounds it makes you appreciate how we fight wars now days. I'd pick a bullet over an axe to the head any day :/ I also used a different approach to modelling and texturing this fearful weapon. Instead of doing the traditional high poly to low poly projection I simply chamfered the edges, similar to how assets in the games Star Citizen and Space Engineers are modeled. While to us it's more polygons to the game engine it's not that different than the traditional method, yet speeding up asset creation times and bypassing the normal map issue that plagues artists modelling for ArmA.
  20. Delta Hawk

    Advice on texturing

    Is your shadow lod closed with no open edges, triangulated (keep in mind your triangulation may cause clipping errors), all hard edges and with no texture? You would have to post your _as map so we can see why it's doing what it's doing. For your SMDI that's a good start, but later on you'll have to fix some things on it. For example, the area with the gold paint should have the same spec power and gloss as the white area and your visor probably needs to have a strong spec power and glossiness.
  21. Delta Hawk

    Advice on texturing

    The diffuse looks perfect. Lightly scratched as if it was used by soldiers, not arm chair commandos, but not so worn out it's not serviceable anymore. As for your shading issue it's either your shadow lod or your SMDI. To troubleshoot change your shadow LOD to a visual or edit lod and check your first lod. If the problem is gone it's your shadow lod. If it's still there it's your .rvmat. Do you have a spec map (smdi) yet? Remember apparently their helmets were glossy, but since yours is a little worn you'll have to adjust it accordingly. Some parts may be more glossy than others and other parts may be more dull. For example, I would suspect the visor is more glossy than the rest and the mouth piece a little duller.
  22. Delta Hawk

    Advice on texturing

    You don't need substance painter right now. You'll be alright with photoshop for now. The _co file is your diffuse, which in your case is simply black and white with maybe different colors on parts to denote rank or unit. Go ahead and send your uv unwrap template of your helmet to photoshop. Add color, black, white and maybe some color where necessary. Boring and bland at this point but that's ok. Find some free, pre-made brushes on the internet of scratches, scuff marks and general wear marks. Make a new layer in photoshop and add light scratches from normal use. Don't make the scratches so obvious it's distracting. Also depending on the role of who ever wears the helmet will dictate how worn the helmet would be. Make a new layer, fill it with gray, render clouds, add a little noise, add a fresco filter and blend it to about 10-25%. Adjust the layer blending settings in order to add character to the boring white and black. You should barely be able to see this layer. At this point you should have something that looks a little worn but with flat lighting. Lets leave it there for now. Add little details if you want. For example, if the helmet has lettering on it, use the erase tool and rough up the edges and delete parts to make it look like the paint is chipping or fading. A different brush may help with this. Go back to your 3d modelling program and bake an Ambience Occlusion map (later we'll use this for the _AS). Layer a copy of your AO map on your diffuse and turn the layer blending mode to multiply. That should had some depth, but that's not what we're looking for. Save a copy of your AO for later and adjust the levels on the AO map to where the AO map simply enunciate cracks, holes and crevices. Save your _co and export it as 32 bit tga, then convert over to .paa and put it in your texture folder with the .rvmat. Go back to photoshop. Take the original AO map and white out I believe the red and blue channel. Your AO map should change to a magenta color. Export it as 32 bit tga with the suffix of _as and convert it to a .paa. Update your .rvmat as necessary. Go back to photoshop, take your scratch layer and convert it to a normal. If you already have a normal map, change the scratches normal layer to overlay to add the scratches to your normal. Export 32 bit tga and convert to .paa. For your SMDI (specular map) you will need to tweak this to match how worn out your helmet is. I can give you some suggestions for your SMDI but for now a basic SMDI will be fine. Add an environment map in the .rvmat and adjust to match how worn out your helmet is. Keep in mind less is more...in other words don't try too hard to add obvious detail. Subtle detail is better than obvious detail. Also with your helmet you can either have a brand new, clean helmet like in the original movies or a worn out, dirty helmet like in Episode II and III
  23. You could take your lowest res lod, split everything, add a shell modifier and increase the side inside of the rock. You could also retopo your rock with as few polys as possible, split those faces, and then add a shell modifier.
  24. Woohoo! Beers for everyone! I had the same problem with my ship.
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