LoTekK
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Posts posted by LoTekK
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HELP!!!I cannot play this demo! Â Error was "Not found any valid technique when loading special/line2d"
I tried it on another computer and the error was "Alfa Project Exception" and some cyrillic letters i cannot understand

I recall having trouble running the demo initially, and had a similar error box (the cyrillic one). Try going into the preferences file and look for the "software vertex shaders" option, and enable that. I'm on a laptop with an Intel onboard GPU, and that did the trick for me.
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Thanks guys!

I need to learn to focus. I took a break from the camera to do a little bit of posing in OFPAnim (once again, using Sanctuary's backbone file as a base, thanks loads for that
), and ended up with a stance that looks fairly convincing, I think. And then I spent the next hour taking stupid posed pictures and putting them together in a stupid collage. 


Y'know, eventually I'm going to have to say "Enough's enough" as far as the photographer mesh. Since I model outside of O2, it's doubly important that I just call it done and focus on the textures. Otherwise the damned thing'll never get set up for the game (selections, etc).
And I really want to get him in the shots instead of Williec's guys (not that those aren't great units, mind you). Think I'll give the model a final once-over tomorrow.Cheers!

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I. Despise. Seam painting.


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Wrong. OFP has to load all textures, as you have to apply all of them to your p3d mesh (on small parts). If a texture isn't already loaded with an object or a dialog resource, setObjectTexture will use a maximum mipmap of 256x256. You can imagine, that a 1024x1024 texture scaled down to 256x256 doesn't look very good.Straying a little bit from setObjectTexture for a second, does this mean that the engine will load all textures even in the case of hidden selections? Let's say, for example, I have a camera model, and four different lenses plus a flash assembly as separate hidden selections, all using their own texture sheet.
So once the engine loads up the model, even with all hidden selections not shown, will it load up all of the textures used by the hidden selections as well? Or only when they're made visible?
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We'll supply u with a vintage victorian camera to release too hehe
Those half-hour long exposures will be fun to simulate



Cheers guys, thanks for the comments. Gavin, that would be cool just for the sake of completeness or something.

manhunter09:
I'm not entirely sure what you're referring to with the color filter bit (ironically enough, I don't consider myself much of a photographer, usually doing most of my shooting with my cameraphone
). Care to elaborate? Sounds interesting.As for a timer, I don't know that that would work for a screenshot sort of tool, unless I've misunderstood what you're referring to (you mean the timer that you set so you can leave the camera on a tripod and run into the picture?).
Oh yeah, had a bit of free time today:

If you see the flash, it's already to late... to say "Cheese"

(yes, I shamelessly stole that from someone's sig. But I can't seem to recall who's sig I saw that in
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Whoops, lost the post I wrote up.
Managed to do some more tweaking on the character mesh, but nothing too exciting, just overall minor improvements to the body and head.
Finished up the EOS-1D model, unwrapped it, and slapped on some preliminary textures. Textures obviously need a fair bit of work, but it'll get there.


Now I gotta hit the sack.

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Them's some nice models.

But. They're a little poly-heavy, no? I mean, those ball joints on the droid must have at least 32 divisions, not to mention the little rod joints along the legs. And those pistons. And the modelled panelling on the AT-AT. And the grooves on its legs. And the insane number of divisions on the foot cylinders.

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Agreed. Just as in the real world, a manager can make or break a project or even an organization. The danger is always of a manager who is purely an idea guy, but from the looks of it, sysdevja has the chops to not just manage, but to do a fair bit of content creation. With some good team players, you've got the potential to put on a great show.
Good luck with this.

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The other thing about safe mode (and I'm not sure if CWMod have managed to work around this) is that in safe mode, the AI units lose formation. They just sort of straggle along behind the leader.
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These are looking really nice.

One little crit about the sand speeder, though. The wear on that looks a little off. The way the paint has come off in that pic, it looks less like regular wear and tear, and more like someone came along with a sharp knife and cut out chunks of paint and finish.
Basically the paint wear needs some "stuff" around the edges, whether it's rust, thinner paint from regular wear and tear, or scorch marks from blaster hits. Something along those lines. Otherwise, as said, great-looking stuff so far.

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Like Sniperwolf, I recognized your handle from OFPEC, but whether you were new to the forums didn't make a lick of difference to me.
Quote[/b] ]the post that was made here just asked for those kind of answers, you shouldve clearly stated your intentions.What he said. The way you worded your proposal was entirely too reminiscent of the countless similar proposals I've seen over the years in various places by people trying to start projects without any contributions of their own other than "leading".
That said, good luck with what you've got.
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Quote[/b] ]I was thinking more of the texture pack and such should be handled.Doh. Completely forgot about that one.

Female soldiers could probably use a male body after a bit of tweaking for proportions (since the gear tends to equalize a lot), but not so much for civilians.

I might take a crack at it some time this month before I hit the books again. Certainly would be a fun side project.
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Sounds sensible enough to me. What else needs looking into, then, texture-wise?
Oh, just curious, are you planning to make a female body to go with that head, or will you need someone to knock up a generic one in conjunction?
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My two cents:
The eyes seem like they've been more or less sussed, from the looks of the variant with the eyelids (I'm using the same layout for my own head for the combat correspondent), at least in my humble opinion.
As far as the arms go, it may make sense to have the head textures as a 512x256 (I personally don't see the need to go as high as 1024x512; to me that's overkill), and then a couple of separate 512x256 textures for the arms, representing different skintones. And yes, I said arms, not hands, since there will likely be units with short sleeves (BlackBlood's BLEED comes to mind, as far as prior addons, and my own photographer, for future).
Ideally the textures would be a single 512x512, with the top half for the head, and the bottom half for hands and arms so that they'll match up better, but that would be a lot more work for not much gain. The skintone of your arms and hands will typically differ slightly from your face/head anyways, so this won't be a huge issue.
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I wouldn't mind keeping the init stuff,as long as they expand it. I don't want an init line, I want an init box.
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What is it they say, "United we stand, divided we fall"? Seemed rather appropriate. Offer what you have to one of the existing teams. Unless your aim is to gain fame and fortune or something to that effect.
Seriously, though. You say everything is done except the actual making of the weapons. Well, considering this is going to be a weapon pack, isn't that the entire thing? Not to discount the value of good blueprints and sounds, but blueprints you can get plenty of on the internet. And sounds. Well, plenty of people have access to authentic weapons they can record at the local range. So what's left is, as you say, modellers, texture artists, and config writers. Not to beat a dead horse, but that's pretty much the whole shebang right there.
I dunno, maybe I'm missing something.
edit:
And if contributors can pull out at any time, then... What's the point?
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I kinda like the "psycho eye look" after seeing it a few times. It makes them look "focused" Â
If by "focused" you mean "hopped up on PCP," then I fully agree.

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Agreed. This is looking one hell of a lot better now. Good work with the shadowing (aside from the aforementioned weird spot at the bottom of the pant legs). Nice job.

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Llauma: That looks like it's coming along nicely. Bit heavy on the makeup.
I was thinking about making a female character recently, since we seem to have one hell of a shortage of those (some notable exceptions, of course).Now let's see some wires!

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Would there be any sort of performance hit using the open pbo idea? If not, that sounds ideal.
If y'all want asian faces, I'm surrounded by 'em here.
(just so I don't get skewered, that's not a racist comment - I'm ethnic chinese
), and wouldn't mind taking the time to add to the texture library. -
Finally got around to checking out the vids. Nice work on this.
In addition to what UNN said about the speed (well, either slow the guy down, or speed up the animation), you'll also want to introduce a lot more up-down motion. This, imo, is the reason for it looking robotic. -
Man, this looks spiffy.
Nice job on the textures. Might I suggest, though, planar-mapping a separate texture on the ends of the beams? Would add that finishing touch to it. 
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It was the cheekbones, wasn't it?


Cut in a couple more edges to shape the cheekbone, and reduced massively. How's that then?
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hehe ive actually used your mod the camera, i love taking screens like this:Ooh, just so there's no confusion. From the looks of it, that ain't mine; you might be using Gummi's Camera Tool.
I haven't even released anything functional yet, just screens of my model/texture progress.

Troops, eh
in ADDONS & MODS: DISCUSSION
Posted
Well this is looking promising.
Textures need light and shadow info, but it's a nice start, and the LBV looks promising.