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Lockheed Martin-ch

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About Lockheed Martin-ch

  • Rank
    Sergeant

core_pfieldgroups_3

  • Interests
    Friends, going out, shopping, parties...oh...yes and ArmA 2
  • Occupation
    Former clerk (human ressource), now student

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  • Biography
    http://community.bistudio.com/wiki/User:Lockheed_Martin%24ch
  1. Lockheed Martin-ch

    Conformation to land

    In your models geometry, add the named property named "Placement" with the value "Vertical" or do so in the config file.
  2. Lockheed Martin-ch

    Textures path problem

    Hello Raptor Have you got the old O2 DLLs in your Oxygen 2 main directory?
  3. Lockheed Martin-ch

    Shadows

    And there is a point which my ArmA doesn't do: It uses the high SV LOD and after about 30m it switches to the blurry shadow.The other thing I couldn't solve till now is the "proxy create shadow" thing.
  4. Lockheed Martin-ch

    Shadows

    But yes I do use the proxy in the shadow volume, refering to the Biki it should be possible. But in a way, even if I delete all shadow volumes (in proxy and the main model) I get this blurred shadow created due to the proxy in Bully, but not even then it will be casted ingame... It starts to get very strange, since Bully and ArmA is "the same" (or should be)?!
  5. Lockheed Martin-ch

    Shadows

    Another thing regarding shadow are proxies. I have a proxy, of course it has a shadow volume. In Bulldozer the shadow of the proxy gets casted, but not ingame. Please help with these questions
  6. Lockheed Martin-ch

    Shadows

    Thank you for your answer Armored_Sheep. Still even when I create a ShadowVolume 10 LOD, I don't get it ingame. I turn down the details, but I only see the 0, the high poly ShadowVolume. And in some distance away, the shadow starts to get blured... In the geometry I have the two entries SBSource=ShadowVolume and PrefereShadowVolume=1 but I can't get rid of this, at some models, ugly blured shadow. Is it to be like that or do I do something totally wrong?
  7. Lockheed Martin-ch

    Shadows

    Hello all I created a model with several resolution LODs and according to them, several shadow LODs with the same resolution (see picture). Still, when I have the model ingame, only the first shadow LOD is taken. If I look at the model out of the distance of the first shadow LOD, the blured shadow (default one) is taken, not the sharp one I created in the next higher shadow LOD. According to the biki, I use SBShadow=ShadowVolume as named property in the geometry. But still it doesn't show me the sharp shadows. I think that I have to put SBShadow=Explicit in the resolution LODs to give the engine a clue about what shadow LOD needs to be used while rendering the seen LOD. But I'm missing a third column where I can state the resolution or how to do this? I hope, I made myself understandable since it's early in the morning Regards Lockheed Martin$ch
  8. Lockheed Martin-ch

    Texture ingame

    Did you change the texture via Oxygen 2 (1) or via Hex editor (2)? 1 > Proceed as recommended by Jackal326 and for your question: yes, the LOD setups are within Oxygen 2 2 > You need to change the texture path not only one time but about six times. I assume that you did just change one which was randomly the one in the View Pilot LOD.
  9. Lockheed Martin-ch

    1st  MLOD from ARMA ODOL v40 - M16A4.P3D

    Since there are some other models converted to MLOD than just the sample models:
  10. Lockheed Martin-ch

    Adding normal/specular maps

    Thanks you two for your answers. They solved 50% of my problem. The other 50% are, what Jackal correctly noticed, there are original textures (eg. Sara ground textures) that don't have a RVMAT but only the NOHQ files. THAT is the main problem because if I create a RVMAT for these textures myself, it looks quite strange... If noone yet has had this problem, maybe BI could give a me a cloue how they did it?
  11. Lockheed Martin-ch

    Adding normal/specular maps

    Since the tools are released I was really looking forward to get rid of the X+n CfgMaterial entries in the config. I would like to use original ArmA textures and of course the same normal/specular etc maps. But I see no possibility to do so because if I add them via config I have to enter many numbers that can make the texture with normals look quite different to the original one. Is there a way to add normal maps with original ambient/diffuse etc values in O2 2? Is there even a way to include them directly in O2 2? There is only the possibility of adding RVMATs that I don't want to add Please help and share your knowledge
  12. Lockheed Martin-ch

    Model Capture

    It doesn't work for me I just download the latest version of the Ripper, install it, launch ArmA with it and press F11. All I see is the "wireframe" of my screen, means a grey line from the top left corner to the bottom right one. I can capture the wireframe of the ural in front of me... Do I have to change some configs of the Ripper? Please help PS: Got an ATI card, has it something to do with that?
  13. Lockheed Martin-ch

    Model Capture

    Somehow doesn't work correctly. When I try to do it in ArmA, I just get nothing when I import it into 3DS... If I activate the wireframe-view, I just see that the order menu on the top left corner gets a "wireframe". When I test it in BF2, I just get the gun and the hand... Do I have to change some options like "capture whole screen, not just my hands" or something? @Gnat Indeed very very nice! Reminds me to the hang glider in OFP - hell I loved this addon, it's peace, it's total freedom and it's silence Please, release it..!
  14. VERY NICE Very nice indeed!! Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit
  15. Lockheed Martin-ch

    1st  MLOD from ARMA ODOL v40 - M16A4.P3D

    VERY NICE Very nice indeed!! Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit
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