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LoTekK

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Posts posted by LoTekK


  1. Well I went ahead and starting tweaking around with the head mesh, and fixed up a few areas that were sticking out. I als think that part of the reason for the cartoony look was the face texture itself. I had stuck a photo of my face onto one of Llauma's original textures, and I realize I had a really stupid look on when I snapped. tounge2.gif I've remapped the head mesh using Shinbusan's modified texture from the Llauma Head 2.0 thread (and done some slight color/contrast adjustments).

    Anyways, I'm fairly happy with how it looks from front-on and oblique, but something about the side profile is pissing me off, but I can't put a finger on what. banghead.gif If anyone can throw out suggestions, that would be fab.

    cpp-wip4.jpg

    I also putzed around a bit with some headgear. I fixed up the helmet seen in one of the early shots, and also made a... a... a Stetson. icon_rolleyes.gifbiggrin_o.gif (I honestly have no idea what the hell came over me to want to make a stetson)

    cpp-wip5.jpg

    I'll do some more mesh reworking of the rest of the body later tonight. Any specifics anyone can point out, so I know I'm not missing anything?

    @sysdevja:

    Color me intrigued. I'd love to see what you've got up your sleeve for your SAS mod. smile_o.gif Will this project be available for VBS1? Not a damned clue, I don't have VBS1. tounge2.gif

    @BlackScorpion:

    Reference pics are always welcome. smile_o.gif I currently have a metric assload of pictures of the 1D and 1N, but I've been finding it very difficult to find pics of the stock standard EOS1.


  2. Thanks, I'll definitely see what I can do about toning down the exaggeration. Now that you've pointed it out, I can see at least a couple areas I can work on. If you have anything specific that you've noticed, please let me know. There's nothing like a fresh, unbiased pair of eyes to notice mistakes or areas of improvement. smile_o.gif

    But it seems like I'm the only one who sees that so you could just make me disappear.

    Not at all, man. That's definitely some valuable critique, and it's much appreciated.

    Quote[/b] ]You got some great skills so I'm sure it will look great no matter what.

    Still got a long way to go, skills-wise. biggrin_o.gif But cheers for that. And hell, you're no slouch yourself, as your head model demonstrates. You should take a crack at expanding on that repertoire. I reckon you could make some kickass stuff. thumbs-up.gif


  3. Cheers Llauma. When you say the details are exaggerated, do you mean in terms of the modelled details, or the textures? If textures, it might be because I haven't really gotten around to dirtying them up yet. Of course, it's entirely possible I'm still stuck in stylized mode (prior to this I my character stuff was chiefly cartoony or stylized).


  4. I'm going to try and pick up the pace on this, since I'll be starting college again at the end of the month. I'm gonna feel like an old fart in there. crazy_o.gif The last week has been rather bad for productivity, what with being fairly inebriated and all. biggrin_o.gif I've spent some more time on the photographer, but I've gotten to that stage where I keep on noodling with the little things, and not getting anything significant done. crazy_o.gif

    So, I decided to start work on another camera. Decided to start with an EOS-1 (I'm following pics of the D Mark 2, but the basic body shape has remained remarkably similar from the initial version, so other versions should be a cinch). Also managd to knock up a bunch of different lenses (this time I actually used proper reference tounge2.gif). Still pretty rough at this point, though, as you can tell.

    canon-eos1.jpg

    @Lycanthrope:

    Photographers from other eras are planned, though those will come at a later date. I'll likely work my way backwards, starting with 80s to present-day, then Vietnam-era, then if I can find the time, I'll attempt a WW2-era guy.


  5. I ended up just having three p3ds, each was an identical mesh, but had a different texture applied. Seemed the most sensible way to go.

    Hopefully ArmA will allow texture variants within the model, though. I reckon this would be not only much more convenient, but also would cut down on redundancy (ie, instead of 15 separate identical meshes with different textures, you could have one mesh, and a config that specified which texture to use for each unit).


  6. I have to agree about the pants. Right now the way they look like they're creasing, they look more like a really light and flimsy material, rather than the relatively heavyish material fatigues are typically made from. Bit too much contrast on the shadows for the creases, too. Otherwise it's coming along nicely. Be sure not to go overboard with the textures, though. wink_o.gif

    @BenceRAP:

    While that was borderline entertaining (and that's stretching it... okay, let's be honest, it's pretty loud and obnoxious), what the hell was that and what's it doing in this thread?


  7. From the sounds of it, you've got heat issues. I noticed you've got your card overclocked. Try running with your usual settings, but drop the card down to factory speeds, and see how that goes. If you don't see the problem occuring, then it's the overclocking that's doing it. If you absolutely must OC your vid card, then start cranking up the speeds slowly until you start seeing artifacts after a while of playing, then drop the speeds back down a couple of Mhz.

    ps. That loading screen you linked shows up when you use the "-nosplash" switch when running Flashpoint.


  8. Happy New Year everyone! Nothing like free flow of wine, two bottles of champagne, and friends to chill out with. smile_o.gif Now for some coffee so I can kill this hangover.

    Nifty firework pics. smile_o.gif


  9. Nice job, Offtime. thumbs-up.gif I got the head model, but I don't think I'm going to be sober long enough this weekend to get anything useful done with the head model. tounge2.gif

    Oh, might wanna shift the verts of the eyelids a bit, so he doesn't look like he's on PCP or something. wink_o.gif


  10. He's aware of the floating weapon, and mentioned it in his initial post.

    The poses look pretty good, from what I can make out. The standing guy looks a tad off-balance, though. The other two look very natural, so nice job on those. thumbs-up.gif

    By the way, when blackdog mentioned the size of the pic (463kb! ), I think the general idea was to get you to either resize/recompress the image so it's smaller than 100k, or remove the wink_o.gif


  11. Wow. I feel like the biggest dumbass. Each mention of the .cfg file, I thought was referring to the .cfg file located in the users folder. banghead.gif

    I didn't even realize this until I opened up the original buldozer archive and noticed flashpoint.cfg in the main folder.

    banghead.gif

    All's good now. Sorry for all the trouble. crazy_o.gif


  12. While my typical Flashpoint settings aren't all the way up, they are high enough that I shouldn't be seeing a maximum mip of 256^2. Just for kicks, though, I went in and cranked everything up all the way (everything at 2048^2, and no dropdown), and copied the cfg over to the O2 users folder. Still nada. I tried various changes from my default T&L, to regular DirectX, changed the resolution, still nothing. Refresh rate is fixed, since I'm on an LCD display.

    Once again, textures dispay fine in-game. huh.gif This is annoying me to no end. banghead.gif


  13. Not to beat a dead horse or anything, but nothing I've done has improved the mipping situation in O2. sad_o.gif A pic to illustrate just how bad it can get:

    o2textures.jpg

    The left inset is the texture after conversion to paa with paatool at full 1024^2 size. The right inset is the 256^2 mip. As you can see, buldozer is using the 256 mip, no matter how far I zoom in, and for how long I remain zoomed in.

    Note that I'm using my flashpoint cfg for buldozer, and textures in-game definitely mip higher than 256^2, including the ones I'm having trouble with in O2.

    Any other suggestions? banghead.gif


  14. No offence guys but whats with all this fruit & veg?theres a lot of talented guys on these forums making great addons for  the commuinty and then u go and make this crap..i know its for fun but if u look at the peps playing ofp everyday and in a mil fashion what use we got with this addon?same goes for the rpg what fires bananas...roll on armed assult cause u lot are getting bored..

    Dude. Lighten up.

    This is fun stuff. Not everything has to be contemporary military stuff. Check out the Star Wars mod. The ancient Rome mod. Philcommando's crazy addons. And for crying out loud, why bother starting off your rant with "no offence" when you're just going to immediately follow it up by calling this "crap"?

    And my usual response to people who hop on threads simply to jump down people's throats: if you don't like it, and have nothing constructive to contribute, then don't bother posting.

    Now, back on topic. Can we get some onions? Big ones. We can use 'em in lieu of tear gas. biggrin_o.gif


  15. If I recall correctly, the CoC divers that start in the water are actually "vehicles", so to speak. Just a hunch, but instead of

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeWeapon "M16"

    try

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driver this removeWeapon "M16"

    See if that works.

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