Lockheed Martin-ch
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Everything posted by Lockheed Martin-ch
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[ 31.07.06 / Mapfact Nogova2 released ] It is time: Just before the announced release date (June/July) runs off, Sniping-Jack finished his Mapfact Nogova2 project. This island upgrade kept Sniping-Jack busy for far more than one year and we are proud to present you the result of his work today. Chneemann as BETA tester, raedor as scripter and in particularly Lockheed Martin$ch as untiringly helping hand with config questions and some models (bridge) stood aside him expecially in the hot final phase. In the preview news from the 29th March we announced following points that the new Nogova should fulfill: <ul>[*]MAP_Noe2 is planed as a compatible replacement to Nogova [*]Resistance campaign "Resistance@Noe2"* [*]Impressing ground textures [*]New forests (mixed forest, dead forest) [*]More AI suited ViewLODs in the forests [*]Adapted Mapfact addons like Mining Ltd., barracks and airport buildings [*]New buildings, small objects and plants [*]Reworked buildings and forests for better AI suitability [*]Ceveral new locations [*]Economical updating because of separate PBOs [*]High performance for enough power in mission** * The campaign had to be slightly reworked ** Relatively to the high object count This list is completely done and even extended. New are: <ul>[*]Mapfact multiplayer mission(s) are already in developement [*]370 partially only for the island created objects [*]777.777 objects overall (Nogova: ~177.200 objects) [*]Totally new possibilities for island placed object functions through a logic [*]Emergency buildings like fire station, police headquarters and hospitals [*]Agriculture of tomatoes, wine, potatoes, wheat and cabbage and, of course, a lot more what you can now explore yourself. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â :: ----- Update / 01.08.06, 01:20 The MAP_Misc.pbo that was downloadable until 1st August, 01:15 is an old version and does not work with Mapfact Nogova2! The new version 2.0 is uploaded now and has a file size of ~2.4MB. So please download the MAP_Misc once again.
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In your models geometry, add the named property named "Placement" with the value "Vertical" or do so in the config file.
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Hello Raptor Have you got the old O2 DLLs in your Oxygen 2 main directory?
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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
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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.
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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)?!
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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
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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?
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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.
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1st MLOD from ARMA ODOL v40 - M16A4.P3D
Lockheed Martin-ch replied to bxbx's topic in ARMA : O2 MODELLING
Since there are some other models converted to MLOD than just the sample models: -
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
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Adding normal/specular maps
Lockheed Martin-ch replied to Lockheed Martin-ch's topic in ARMA : O2 MODELLING
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? -
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?
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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..!
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1st MLOD from ARMA ODOL v40 - M16A4.P3D
Lockheed Martin-ch replied to bxbx's topic in ARMA - ADDONS & MODS: DISCUSSION
VERY NICE Very nice indeed!! Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit -
1st MLOD from ARMA ODOL v40 - M16A4.P3D
Lockheed Martin-ch replied to bxbx's topic in ARMA : O2 MODELLING
VERY NICE Very nice indeed!! Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit -
VERY NICE WORK!!! I love to see the Swiss Army found it's way to ArmA! Also I like the new look of the TAZ 90, looks far more realistic now. Could you please do a SIG 550 with a 30 rounds magazine? I think in a hot battle 20 rounds could be quite reloading-intensiv Keep up the great work!
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Mapfact Discussion Thread
Lockheed Martin-ch replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
[ 09.05.07 / MAP_Military under developement ] More informations on Mapfact.net -
"Cannot open object data3d\saxhorn.pd3"
Lockheed Martin-ch replied to major woody's topic in OFP : CONFIGS & SCRIPTING
I believe the error is caused because of this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="\Saxhorn\Saxhorn.p3d"; Try it with removed ".p3d", so only <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="\Saxhorn\Saxhorn"; I'm not sure if it works, but in all my configs, there is nowhere a ".p3d" at the end of the model definition line. Regards -
"Cannot open object data3d\saxhorn.pd3"
Lockheed Martin-ch replied to major woody's topic in ARMA - ADDONS & MODS: DISCUSSION
I believe the error is caused because of this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="\Saxhorn\Saxhorn.p3d"; Try it with removed ".p3d", so only <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="\Saxhorn\Saxhorn"; I'm not sure if it works, but in all my configs, there is nowhere a ".p3d" at the end of the model definition line. Regards -
Does the Javelin work?
Lockheed Martin-ch replied to OddballWDI's topic in ARMA - ADDONS & MODS: DISCUSSION
If you want to make the Javelin realistic, you should do this like in this video (Video © by MissilesAndFireControl.com). The missile flies balistically in a more or less 30° direction into the sky to hit the target on the weakest part of every tank - its top. Maybe some scripts can be importet from excisting OFP Javelins... -
I would not be sure, if all games uses triangular polygons. Are you sure that they are calculated faster? Because I believe that BIS had their reasons why they implemented faces... I would be very wondering if a model with only triangular polygons has the better performance than a model with a mix of triangular polygons and faces. Even still I ask myself about why people always ask about maximum poly-count Why not a thread about minimum poly-count? Would be way more interesting Creating a high-poly model is easy to make that it looks good. But with low polys..? That is a problem people always have
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Partly destroyable buildings
Lockheed Martin-ch replied to Espectro (DayZ)'s topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, firstly this and with every brick of wall having simulation="thing", lag is caused very fast... Imagine a city made out of buildings which are destroyable and you're not going to shoot only one building with your tank but bombing the whole city -
Great!! Had this problem (screen 1) as well while walking around in the large hangars at the airport and looking to complete shadow parts inside it. Suddenly everything was very strange lightned. So the same problem like inside vehicles (everything is in shadow) Have to test it when I get home
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Very nice addon! Now woodland camo for the RACS is missing Looks very good! Thanks for this