norsu
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Everything posted by norsu
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Spend a few bucks more and you'll get much better card like 6800GS for example .
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Many developers do that, it's nothing new. Offical screenshots are a different thing than preview shots taken by various magazines & websites.
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Half-Life 2 + HDR + AA + Nvidia = match. I don't see why we couldn't use AA + HDR with Nvidia cards, unless BIS uses same crappy HDR code like in TES: Oblivion .
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Thanks for games, great fun as usual . Some screens: Moving to position Llauma giving hell to enemy with 30mm Getting ready to attack Securing town hall Spock and Gene More screens can found here.
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Despite the many problems we had last night, it was still a blast. I was using my old comp that could run FDFmod in ~10fps with reduced detail . I still enjoyed the games a lot and managed to kill few targets too . Anyone got a screenshot of our T-55 crew's lucky moment where enemy RPG hit tree instead of tank?
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BIS seems to be using 1024x** and 512x** textures while most community made texture improvements are 2048x**. Of course BIS could make high resolution textures for every object in game, but they have to think about gamers with lower end machines too . With bumb & normal maps and custom shaders, we can squeeze everything out of the engine, just like Oblivion community does .
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Indeed. If we can make custom shaders for lets say weather effects, then we'll have some pretty stunning visuals. Here's something that can be achieved by simple editing, Natural Environments for Oblivion.
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I had similar problems with GTA: San Andreas and the only way to fix them was to buy a new DVD drive. My old DVD drive was some ancient 10x and it couldn't even regocnize the disc most of the time.
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Well the quad island is 16 times bigger than your avarage OFP island . I can run it in steady 80 fps with 5000m view distance, though with some stuttering when flying fast.
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It's probably an ingame map because of the briefing. But it looks like the grid is bigger than in OFP (about two times). I tried to zoom OFP ingame map to same level as in ArmA screenshot, but I couldn't get just two half visible grids but about four full ones instead. This suggests that grids are about two times bigger . Oh and here's a link to a_lone_wolf's OFP site where you can download double and quad sized islands . http://web.quick.cz/fholesinsky/OF/index.html
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The exact spot where grids are crossing is actually enough, with it you can make grids for whole Sahrani map . My image uses 1280m x 1280m grids like in OFP. The point of my post was that, if ArmA has same grid values and settings as in OFP, the island we see is pretty small. The scale was made up, but it's still correct if ArmA has same old grid values. I believe what BIS says, because I'm pretty sure ArmA has bigger grids . And of course it is possible to make 400km^2 game areas, hell there's even that ~2620km^2 island for OFP . But enough of this, let's just wait for better information.
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If the map grids have same values as in OFP (128m up close, 1280m far), then Sahrani isn't even near 400km^2. Here's a picture I made from this screenshot using OFP grid values: But this is all just pure speculation. Map grids in ArmA could have 2 times bigger values or like the guy in blog said, there could be more islands .
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This reminds me of similar topic in TTLG forums, some quotes that explain this. And a correction to this theory:
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Very odd, because I can't run through any houses except that brown reddish garage even with 4x game speed . Also all fences break down when driven over, except those stone walls which will stop the vehicle or slow it down just like BIS' sandbag walls do. There's probably something wrong with your FDF, Suursaari or OFP install .
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Hmm, it seems they are only in demo data.pbo after all . Anyway I've uploaded them here. Demo also has more idling animations for AI soldiers, like lighting a cigar and more relaxed standing. Detail texture for ground is also a bit different plus the sky doesn't have so many paa/pac compressions. I quess demo had different rendering system because sky and detail textures are same as in final version.
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Actually data.pbo has higher resolution images for all faces. Look for files named xicht_x_back, -front and -side . These face textures were used in first OFP demo, that's why all faces looked much better in it. I guess BIS made the smaller images with all face and hand parts to reduce texture count on soldier models.
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As a former WH40K player/collector (Dark Angels), I'm looking forward to see these units in action. Some feedback: -Could use more scratches & dust on armor, Dawn of War is excellent example of this -This hasn't happened so far, but please avoid making units look comical with very bright colours and shiny armor. Most WH40K mods I've seen for other games look pretty rushed texture wise (shadows, scratches, dust, detail etc. missing) -For vehicles with large flat surfaces like Imperial tanks I suggest that you take photos of well painted miniatures and make textures out them
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Like said above, ~7000 faces is waaaaayyyyy too much for basic soldier model. The model itself is nice, but what I can tell from screens, it has LOTS of useless faces. Some ways to reduce the polycount: -Absolutely no point making small cylinders of any more than 10 sides. Use smooth faces to make them appear round, not extra faces. -Many things in that model can be done with simple shadows in textures, for example: kneepad detail, vest detail, etc. Look how for example OWP made their Mi-8 crews, detail is mostly in textures and not in model. Sure you can make lots of lods, but that kinda kills the idea of having detailed model when most players can only see the lower lods, unless they are right next to soldier. Take this as constructive criticism . Looking forward to your mod, I've always wanted to blast around with Titan .
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Nice games , some screens: More here (15_12_2005_X are newest).
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That usually happens when you drop the bombs too quickly. Like FW200 said, the bombs will collide and blow up.
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1.4 has some new features for core mod including new FDF_conf.pbo, so joining 1.3 with 1.4 would probably cause problems.
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I would like to see few choices for admin: -Full JIP -Limited JIP (spectate only) -Lobby screen only (what we have now in PC OFP) -Lock server Admin should also be able to change these setting during game. For example a coop mission with spectate setting could be quickly changed to full JIP to give "reinforcements" in tough situations. Also an option for admin to make global channel work only for those in lobby or spectate mode.
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Some screens from CiA games (every pic has date as name) More here.
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Damn graphic driver problems, I could only participate in two missions, first and last . Last mission was excellent though. I will post some screens from last few games once I get back home.
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Played the first SP demo when it came, I still had a P2 350Mhz back then . When the full game came I bought it straight away, same with Resistance . I joined forums in January 2002.