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LoTekK

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Posts posted by LoTekK


  1. 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. tounge2.gif 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.


  2. Can soldiers swim with alot of gear? Not sure I'm just thinking maybe somebody could answer this for me.

    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. wink_o.gif


  3. This is probably going to sound incredibly stupid, but I'm wondering if it's possible to have texture variants defined in config, rather than have separate .p3ds for each texture variant.

    Right now I've got one kangaroo model with three texture variants representing different species. If I needed different unit types for each species (Red Kangaroo, Eastern Grey Kangaroo, eg), would I need one .p3d for each? Or is there a way to use the same .p3d with different textures in the config?


  4. Holy feck, 16.7MP?! crazy_o.gif

    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. biggrin_o.gif

    journalist4.jpg

    journalist5.jpg

    journalist6.jpg

    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. whistle.gif

    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."


  5. 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. huh.gif


  6. Jesus Christ, folks. What is it about African rebels that makes them such humor fodder?! mad_o.gif

    Your captions are brilliant. rofl.gif

    Here's a guy with 4 mags taped together.

    cantsee.jpg

    I think he's in Force training, too. biggrin_o.gif

    oops. Scratched out the semi-expletive in the pic.


  7. I have a bunch of pics of that very action figure. biggrin_o.gif 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. biggrin_o.gif

    Nominesine, thanks for the camera recommendations. smile_o.gif

    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.


  8. 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.


  9. 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. smile_o.gif

    Quote[/b] ]my wife doesn't aprove of my plans *sigh*. She think's it's dangerous

    Ah yes, the significant others. That's their job. wink_o.gif

    Quote[/b] ]Professionals use only White lenses.

    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. nener.gif

    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? smile_o.gif


  10. The fact is that it was poor coding on BIS side, in terms of loading terrain

    Big statement. icon_rolleyes.gif

    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?


  11. 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. biggrin_o.gif I definitely have traditional film cameras on the to do list, though.

    Quote[/b] ]Yes, cameras have motors. Before the digital revolution you sometimes needed a special attachment to the camera to make it take repetetive shots (an automatic fire mode for cameras) because it takes some force to physically move the reel with the film around. That´s the block you see under older cameras.

    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. smile_o.gif

    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. smile_o.gif

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