Jump to content

Llauma

Member
  • Content Count

    2386
  • Joined

  • Last visited

  • Medals

Posts posted by Llauma


  1. It'd be interesting to see a map of Nogova of the same scale superimposed over the map of Sahrani, it would give us a better idea of the size difference  smile_o.gif

    My guess it's that it's pretty much the same size as South Sahrani.


  2. Well it's a big issue for me, considering this is a tactical, squad based, military sim where comms are vital

    Sure they are vital but not the quality of them as long as you get the message. It's would had been more vital to get a good qualtiy if you had pointed out that ArmA is a game.

    I wish they were better but I can live with them.


  3. Does that mean that OFP islands are already work for Arma without editing??

    No.. OFP islands will never work in arma without basically remaking them.

    And concerning the addons. They are really badly optimized for ArmA so it's not recommendable to use them in arma unless they have been made to suit ArmA. Many OFP vehicles uses more than a dozen different textures. The ArmA engine will attempt to load normal maps, difuse maps etc. for each one of them which makes them extremely laggy.

    Of course the good ones can and should be modified to arma but it will take some time. Though the result will be much better than what we see in OFP. Sure, OFP addons might look nice in screenshots but they don't stand a chance against the real time lightning methods of the ArmA models.


  4. Actually it's related to the fact we tried to use a workaround but that caused other problems so we had to leave it as it was because we ran out of time, hopefully it will be resolved by the time of the EU/UK version and patched for the Eastern version.

    What exactly are you referring to? The rusty/burntout UAZ or one of Bravo 6's gazillion complaints?

    I believe that he is talking about the arms moving with the MG instead of static like they are in the current version.


  5. BIS finally has the camera FOV done right.  it looks like depth AND situational awareness are both there!

    I actually dislike the increased FOV. You get a slight fisheye view which doesn't look that realistic even though it will make gaming easier. I liked the claustrophobic feeling you had in OFP. Hopefully it's editable in the user config like in OFP.


  6. Daniel @ Nov. 14 2006,20:36)]Hey, if you fancy detailing it, go for it!  tounge2.gif

    I think for good quality elevations the limit is around 40x40 km.

    But on otherhand.. The Netherlands doesn't need any elevation at all. All you need it a flat surface.

    It will take forever to create NL though. Even a Sahrani sized island requires an enormous amount of work, at least if you plan to create a populated area.


  7. It'll be fine, mate. I'm an Australian and I'm going to try and get the Czech version, so fear not.

    Checked Electronic Boutique one of the largest video game retailers in Australia. They have a release date in Australia of the 26th of November 2006.

    Yep Australian release date is the 26TH NOVEMBER 2006.

    So it may be better to wait for the Aussie Version.

    That makes no sense at all.. My educated guess is that they dont know what they are talking about... 505 will publish it in Australia and they are aiming for a February release. That's it.


  8. I agree with lwlooz.. The new AI is what I have been waiting for most of all.

    How does the AI behave if they are being fire upon inside a town? Will they get prone on the street or will they find hard cover? Will they try to find and take out the target or will they just forget about it after a while? Will they try to approach the target by using the ground and buildings as cover? Will the enemies on the other side of a village behave as nothing has happened if you open fire on the other side or will they move to investigate it?


  9. Dude if you read anything then you would know its not photoshoped, its the game... Thats when you say damn this game looks awsome...

    Well they're sharpened.. Sure, he tries to compensate for the resizing blur but it's still editing which can change the appearance quite a lot.

    On otherhand.. Resizing is also editing. It reduces the aliasing.


  10. The ArmA face it indeed different then the VBS one (leg/arms etc). Not compatible, only the face/eyes etc are identical, but in a different place.

    Anyway, nice to get the face template already. I know i will be updating mine very soon.

    Info on the red square on the top-left corner would be appreciated.

    It can indeed be blood, but it is a bit pointless imho.

    For a seconde i thought it was Jennys magical idea  whistle.gif (sorry Jenny, i like your idea so much  wink_o.gif ). Still wish it is  whistle.gif  but i daught it...

    I didn't say that the textures are identical. What I said is that the face part is identical. All you need to do if you want to port a VBS1 face to ArmA is copy and paste. So I'll stick to what I said. If you wanna test your new ArmA face then you can do it in VBS1. When you're happy with the result you just copy and paste it into the bigger ArmA texture.

    @paragraphic l

    Hand texture is placed there extra?! The hand/finger textures in the upper right corner are unimportant. They've simply copied the VBS1 textures but haven't bothered removing the old hand part.


  11. smile_o.gif Well I love this "gift" it's a start to the costumisation of ArmA biggrin_o.gif

    To bad I have to wait at least one more month before I can see it ingame.

    How big is the change that in 3 days someone will be able to create an ingame screenshot for me how my face looks? whistle.gif

    The actual face texture is just like the one in VBS1 so if you have it you can test it ingame and later easily modify it to the ArmA format.

    I also believe that the top right fingers are just remains of the VBS1 textures and not actually used in ArmA.

×