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Firehead

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Posts posted by Firehead


  1. Games can only get so realistic unfortunately. Even if they go out into the field and record live weapons fire, the audio microphones don't have one thing that we humans do: Eardrums. Recorded sounds are ALWAYS different from what the human actually hears. I'm sure there are guys here that know what I'm talking about. When they add things like the ringing in the ears, that means your soldier/marine/whatever isn't wearing ear protection. If you want audio realism, after a while EVERYTHING you hear is muffled becuase of all the weapons fire, and after a while it feels like your being punched in the ears from machine gun fire.


  2. @Firehead: Looks pretty good. But i might suggest you bevel it a bit so the model will look smoother.

    Yea, that was just a rough, get used to working with O2 again. I was actually going to redo it. The goal is to have it attached to the back of a helmet, just like I used to do with mine. I have a real one sitting in front of me, and I must say thats a very nice model :).


  3. As annoying as the AI always bounding in danger mode may be, it somewhat realistic.

    The danger mode prepares them for contact with the enemy. We do that in real life too,its called "Bounding Overwatch". The point is to provide security as you move forward, even if you aren't in contact, that way if contact happens you're squared away and ready to rock. We do it a bit different, each side(which should be organized into a fireteam) moves foward, then the next moves up. We also do it with a bit less "communication", not every man should be telling another man to cover while they move, ect.

    My biggest problem with the AI bounding is the tiny bounds, and the AIs lack of motivation to move forward. The AI doesn't execute a proper rush, in which you say in your head "i'm up, they see me, I'm down", which brings me to my next point. They shouldn't be walking forward, they should move with a purpose to get to cover, close with the enemy, and end the fight.


  4. Mods, sorry if this is in the wrong place, or has been discussed before(which it probably has). If it has, could you point me in the right direction? My search turned up nothing useful that answers my questions.

    Just like in real life, low light objects like stars are brighter through NODs than without. Now my question is: is there a way to make textures or objects only appear when looking through NODs, or at least appear to be only visible when they are on even though they are always there? My goal is to make various IR objects for characters and weapon systems. Someone help me out as to how this can be accomplished. Thanks.


  5. I did a search to make sure it hasn't been said before, but my searches revealed nothing. While it is a minor inconvenience, it still bugs me, and I can't be the only one.

    BIS did a good job modelling some holsters, but why are they empty? Is it maybe just me that doesn't have a handgun in the holster when its not in use?

    Seems kind of pointless if you have a holster with nothing in it. It might look cool, but it would look even more cool if there was a pistol in it.Even if you don't have a handgun in your inventory, it would be better than having an empty holster.

    Is it maybe just me that doesn't have a handgun in the holster when its not in use?

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