LoTekK
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Everything posted by LoTekK
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Parvus, awesome VBS shot. Educated guess would be hue/saturation adjustment layer for the coloration. The scratches look like a noise filter with heavy horizontal motion blur applied, on maybe a screen or dodge layer.
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Still having the same issues with the poor texture mipping in O2. To recap, the mip as expected in-game, but won't seem to mip higher than 256^2 in Bulldozer. Hotshot, for the texture conversion quality issue, you may want to try one of the external conversion tools listed a little earlier in the thread. Oops. Just read your post again and you've already used them. So the texture doesn't convert properly even from GIF? I wonder, is PAA 8-bit color, or is it less? Because those artifacts look like what happens with color reduction without dithering.
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I don't know about other forces, but in Singapore we never "swam" with gear. River crossing ops were done with the aid of guide ropes setup by the advance crossing party (who typically crossed in rubber raider craft if available), and flotation vests. River crossing ops capability would be a nice addition. And anyone who's ever had to swim with fatigues on knows it's a huge pain in the ass, and incredibly tiring.
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OFP Magazine Content - Save downloading
LoTekK replied to ade_mcc's topic in ADDONS & MODS: DISCUSSION
Well that's certainly a fitting writeup, almost bombastic in its praise. Good stuff. -
Omg, Jazz Jackrabbit!
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Kay, that's pretty much what I figured. Thanks for confirming.
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Hey, cool, thanks.
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Holy feck, 16.7MP?! Okay, so I think I'm done with the UVing, so I just need to get his hands posed properly for OFP, and texture the guy. Behold, Joseph and the Amazing Technicolor Photographers' Vest. For the astute ones out there, yes, the head texture is Llauma's. There's some stretching going on around the top of the head, but there wasn't much I could do about that, since I was mapping different mesh topology to an existing texture. Oh, and that untextured thing on his chest will eventually be a press ID with setObjectTexture. The straps around his leg will become a dropleg holster, for those photographers who double as "advisors."
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That destroyed bridge looks great. I wonder if it's a static prop, though (as in, already-destroyed), or if it's dynamic. Hmm. Oh, and the animations are looking much better. Note especially in the second page from Score, the guy with the M249. Yeah, baby. And... http://ofp.gamezone.cz/squad/!mrc/arma/2.jpg That tank looks hot!
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Well, my textures are currently mapped to a 3d object. And as I stated before, Bulldozer is currently using my Flashpoint cfg settings. Not a huge deal for the time being, just rather annoying that I can't see fine details in the textures. Any alternative solutions?
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Hate to bring up an old post, but I'm having similar issues with textures in O2. The conversion to paa/pac is fine. Loading up the auto-converted paa or pac in texview shows that the texture hasn't lost much in the way of quality. However, O2 seems to refuse to use anything other than the 256^2 mip. Using a downsized 512^2 texture or saving it in its original 1024^2 size nets zero noticeable difference when loaded up in O2. This is making texture tweaking rather difficult for the finer details. Is there any way to up the mip level? And yes, O2 is using my default Flashpoint .cfg settings. edit: To add, the mipping is actually working, as I can see the textures drop to a lower mip when I move the camera back; it just won't go past 256^2.
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Jesus Christ, folks. What is it about African rebels that makes them such humor fodder?! Your captions are brilliant. Here's a guy with 4 mags taped together. I think he's in Force training, too. oops. Scratched out the semi-expletive in the pic.
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I have a bunch of pics of that very action figure. Your pic has better shots of some of the accessories, though. *files away* As for the lens, when I first did that one up, I needed it really long so it would fit into the hands of the guy when using the default (as well as DMA) animations. Now that I'm planning on doing a whole new set of anims, I'll probably have much less, umm, exaggerated lenses. Nominesine, thanks for the camera recommendations. Anyways, I've gotten the photographer model all UV'd up, and Llauma's given me permission to share the mapping of my custom head with his own face textures. If I have time, I'll see about doing up more face textures as well.
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That would be an awesome addition to OFP.
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Odd, though, since I haven't seen any other addons behave this way. In fact, the rest of the Combat vehicles are fine (I stuck the various HEMMTs, a couple HMMWVs, and a Bradley in a convoy, and the 977s were the only ones that disappeared at the lower LODs). Also, all the Combat addons reside in their own folder. First thing I did when I noticed the problem was load up OFP with only the Combat addons active, but still experienced the same thing. Also played with the various detail settings, but that only resulted in the disappearing act happening at different distances.
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Well I'm in the process of doing some modelling and skinning myself, so if you need someone to work on that 'roo, I could take a crack at it. It is already unwrapped, right?
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Ah yes, Malden would make sense, 'specially since Symbiot was one of the guys that did the recent Malden retexture. Anyone know where to find that waterfall script? I assume it uses drop?
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@Symbiot: Holy %$, is that a waterfall? What island is that? Is that using drops to create the waterfall?
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Those kangaroos are awesome!
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About the setObjectTexture, I've got a couple of alternatives in mind that the model can cater to at the moment. Armpatch is a good idea, and I'll see about sticking one on. I've also got a press ID on the model (of the worn-around-the-neck variety). Good idea about getting the current status of the patch/ID. The more functional options the better. Ah yes, the significant others. That's their job. Must be a whole lot of rank noob amateurs running around the hotzones these days then, if that's the case. For that matter, it seems a whole lot of historically significant war photography was done by rank amateurs, too. Anyways, project-wise, the model is essentially complete, minus LODs, and currently being UV'd (my least favorite part of the whole process). I've gotten in touch with Llauma, and will be mapping my custom head in accordance with his custom head, so it can use his facestex.pbo. Time allowing, I might throw in some custom faces as well. Any camera suggestions?
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Um. What the hell? AH-56 Cheyenne in Operation Flashpoint???
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The initial idea was just a civvie correspondent, though the more this grows, the more I'm considering adding military correspondents as well. Alternatively I'll have camera variants that will fit the standard OFP anims so that regular units can use them properly. We'll see.
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Big statement. Remember that the game is currently more than four years old, and won't take any sort of advantage of the newer features in newer cards, simply because those features weren't around at the time. Additionally, loading of terrain has nothing to do with your graphics card. Do you have any idea how much RAM Nogova eats up at 5000m viewdistance and Very High detail?
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I've actually read numerous accounts of photographers using digital cameras to cover conflicts (at least the recent ones like Iraq and Afghanistan). That said, when I first started up on the Nikon, it was with zero prior research. I definitely have traditional film cameras on the to do list, though. Ahh. I recall reading a writeup by the former editor of Soldier of Fortune,and he made multiple references to a motor, but I was never quite sure where that came into play. Thanks for that. For functionality, the "hit" eventhandler is out, since it doesn't register below a certain damage threshold (I was unable to trick it by using a negative damage value, either). Additionally, I'm reluctant to make it function akin to a sniper rifle of sorts, for the simple reason that if you have a pair of targets (say, a business deal taking place), you would typically aim between the two. I'll likely be going the route of checking the position of the fake projectile against a list of targets defined by the mission maker. On a side note, I never knew you were a war correspondent. While you're not a photographer, your input is nonetheless very much appreciated.
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Which begs the question: Then why post in this thread? Doh. Meant to be in response to BennyBoy's comment PC, the archer animations look frigging ace!