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Indy

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Posts posted by Indy


  1. Hi, i'm one of the original leaders of the italian ww2 mod and author of some of the italian models.

    I'm happy to see that after several years there still interest in what we did for ofp :)

    Most of our units were never released because we planned to release them as a mod. But since it was still an hobby for us like many mods with great goals we had to close, mainly due to lack of time to keep the mod still going.

    It's not completely true that our models were too high poly.

    Someone indeed was too heavy but not because it was made in 3ds max, but because back then i lacked experience in low poly modelling (speaking about models done by me).

    Anyway most of them were working in ofp, so with little optimization they should work in arma as well.

    Some interiors were also made but they are more than 4 years old so they need to be optimized too, a lot of face could be removed and so on...

    insided.th.jpg

    Some models were done in O2 and it will be probably easyier to remodel them to suit better the arma2 engine.

    Again, due to lack of time i had to switch to other projects and didn't focus much on arma\arma2. I'd love to resume the work on those units as it's still an unfinished project that i'd love to see completed so if someone is interested to give a hand, feel free to contact me and we can discuss on the matter.

    For what concerns an open source release of some of our work i should first talk with the other people involved in the mod, i'll keep you informed.


  2. As it seems a lot of you are experimenting with this i've decided to release the law in the state it is now.

    I haven't worked much on it since my last update as i didn't have a lot of time. Actually i think that the model should be redone with more polys especially for the tube, but it's just pointless doing it now, i just tested what i needed.

    So if you want to take a look on how i did it here's a rapidshare mirror for the file.

    http://rapidshare.com/files/23251398/IND_LAW.rar.html

    Special thanks goes to Freshman that provided me reference photos of the tube and the sight texture i'm currently using.

    Remember that this is alpha version, unfinished and with several issues, should be used just for testing purpose.


  3. just a question, but is this the way i should do my Normal mapping, by adding the huge section inside my CFG for every object that needs the normal mapping... The reason why im asking is that I am about to start adding the Normal maps, and I have almost 140 objects that will get the BUMPmapping/normal maps.

    I would like to avoid my CFG becoming a potential nightmare.

    Yes you have to do it for every texture that will need a normal\specular map. I think you should wait for some tools that will allow us to write materials directly in the p3d files and using the config way just for testing purpose


  4. i have a similar bug on my law although is less noticeable, i think that it's caused by the missing swizzle tag on our textures.

    If you open a BIS normal map file in photoshop with Kegetys tools it will ask you if you want to apply swizzling.

    I think it changes the way how Normal and Specular maps are handled by the engine. But of course i may be wrong, this is just a guess.

    As for specular maps, i created a new file in photoshop with the background color value taken from a BIS specular map. I then added a new layer with my texture and modified the blending mode (i think to Highlights) so that only scratches and texts will be seen on the specular with white color. I don't think this is the right way of doing it but i guess that without some kind of tools it can't be done otherwise.


  5. My question is how did you get it to extend when in the firing position? smile_o.gif

    Abs

    Oh that's easy! Even I know how to do that! wink_o.gif

    The BIS RPG works the same way; study its config.

    The RPG tube is carried unloaded and when one deploys

    it a grenade "ArmAgically" pops onto the end. Substitute

    a folded and extended 66mm launcher and there you

    have it!

    I just wish it were possible to adjust the "slung" position

    of carried objects like this. It looks ridiculous way up on

    the guy's shoulder like that, looking like some kind of

    weird sashimono! icon_rolleyes.gif

    Exactly, also after the law is fired it will immediately return in it's folded state, so i don't know if i'll keep the folded model or rather just use the extended one for both configurations


  6. As someone may remember some time ago i did some experiments with arma shaders capabilites and the old cwc law.

    Since i got some request to release the law, and the original model is quite outdated i decided to remodel and retexture it to fit more in ArmA's environment.

    I was aiming to release it last week, but it needs still some work to be done on and i'm actually quite busy so i hope that i will be able to finish it this weekend.

    Here's a screenshot, comments and critics are welcome biggrin_o.gif

    lawuf7.th.jpg


  7. that's what oxygen was missing biggrin_o.gif can i ask you how are the new shadows handled in the p3d? I've been trying to make them work but without success. My guess is that there is a new lod dedicated for shadows but i'm not sure about this.

    There is a new LOD, you can use it in O2 lite by creating a new LOD with resolution of 10000. In it should be the model used to make the shadow volume, it needs to not have any holes in it (O2 lite 'structure/topology/find non-closed' can be used to find these) and it must be made of only triangles... If the shadow LOD is incorrect you get a whole bunch of warnings in the rpt file.

    thanks it worked biggrin_o.gif


  8. Its basic unwrap, main advatage is that u dont need to go back to max to maya if you want something remap, another good think is that it support multiple UV sets, so u can for example separately unwrap normal map or macro map with diferent UV in diferent layer from one material.

    that's what oxygen was missing biggrin_o.gif can i ask you how are the new shadows handled in the p3d? I've been trying to make them work but without success. My guess is that there is a new lod dedicated for shadows but i'm not sure about this. Also i noticed that now weapon models do have "component" selections but i can't figure out in which lod and for what purpose. Is this related to shadows or to some other feature?


  9. Hi all, maybe you already know that but since there isn't a topic about this i decided to share with you some things i discovered...

    First of all i was trying to convert some old addons i did for OFP to ArmA and i was searching for a way to implement normal and specular maps on my models so i took a look at those new rvmat files. Since without the proper tools we are unable to use them as they are used directly by the p3d i began searching for another way. I remembered the old cfgTextureToMaterial that we were using in OFP to add shiny effects on our models and i noticed that some new materials in ArmA do look exactly like the rvmat files. So i tryied to do my own material based on the Javelin rvmat file and i tested it over a BIS LAW model imported from ofp. Here's how it looks like with a fast normal map done with nvidia plugin for photoshop.

    law2qi4.th.jpg

    And here's the code to add on your config:

    Note that you'll have to recalculate normals on your p3d

    Quote[/b] ]

    class CfgTextureToMaterial

    {

    class LAWMetal

    {

    textures[] = {"LAW_TEST\law_side.pac"};

    material = "#LAWMetal";

    };

    };

    class CfgMaterials

    {

    class LAWMetal

    {

    ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};

    diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};

    forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};

    emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};

    specular[] = {0.746000, 0.746000, 0.746000, 1.000000};

    specularPower = 60.000000;

    PixelShaderID = "NormalMapSpecularDIMap";

    VertexShaderID = "NormalMap";

    class Stage1 {

    texture = "LAW_TEST\LAW_side_nohq.paa";

    uvSource = "tex";

    class uvTransform {

    aside[] = {1.000000, 0.000000, 0.000000};

    up[] = {0.000000, 1.000000, 0.000000};

    dir[] = {0.000000, 0.000000, 0.000000};

    pos[] = {0.000000, 0.000000, 0.000000};

    };

    };

    class Stage2 {

    texture = "LAW_TEST\LAW_side_smdi.paa";

    uvSource = "tex";

    class uvTransform {

    aside[] = {1.000000, 0.000000, 0.000000};

    up[] = {0.000000, 1.000000, 0.000000};

    dir[] = {0.000000, 0.000000, 0.000000};

    pos[] = {0.000000, 0.000000, 0.000000};

    };

    };

    };

    };

    I'm not going to release this as it was just a test to see if it was possible for us to use normal maps before the official tools are released. Hope you found this usefull.


  10. Should be somewhere in the Data.pbo, cant find it though  confused_o.gif

    EDIT: found it, it is T_basic.paa

    EDIT2: bwah, removing it has no effect  tounge2.gif

    if you just remove it you will probably see a blank square instead of it, you should try to replace the texture with an invisible one (using alfa channel).

    The right texture is probaly in the data.pbo file contained in the hwtl folder


  11. Has one of you ever seen a cheater in OFP?

    I think OFP is a game where anybody who knows scripting can cheat but nobody does.

    The panic of cheaters is worse than the cheaters themselves.

    there are more cheaters in ofp than you may think, many of them use speed hacks or wirefreame, if you play a league you will se a lot of them, and that's why something like punkbuster is needed


  12. BIS is looking for a publisher for ARAS right?

    so why not take a leaf out of HL2's book and sell it online. so i pay BIS the money and then DL it. do the whole activation thing like HL2 as well.

    that was very painless IMO and worked a treat. also would allow BIS to make MUCH more money in the process. which can be used to grow their business.

    smile_o.gif

    If aras or any other game is going to need an online activation like HL2 than i'm not going to buy it. If i pay 40€ for a game at least i want to be able to play it wherever i want without limitations of any kind, and not only where i have an internet connection.

    Digital delivery is ok but i prefer a DVD box

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