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norsu

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Everything posted by norsu

  1. norsu

    RCIR Russian templates

    Great work! We need more addon kits like this :cool:.
  2. norsu

    Flat Tyre

    I worked on this but soon realized that it requires just too much guessing. The damaged wheels are proxies and there are many new animations needed in model.cfg. Like USSRsniper said you can't really get it working without a proper example model.
  3. That shouldn't be too much unless they are all 4 sided polygons. It's the tri count that really matters and 20k tris is still very acceptable :). I think BIS A10 has almost 20k tris too.
  4. Special Jaeger with M05 gear: RK95 is still using the model from A1 but we have some plans for it ;).
  5. The groin protection FDF uses is much wider when compared to ones used by USMC in A2. This will no doubt raise some clipping and warping issues if we want the protection to animate properly. Groin protection made by BIS isn't animated so much because it's much smaller. We already have a model for the protection but so far it hasn't worked well enough. Ah and yes it's removable in real life and I never saw it in use during my training. Most of our platoon just took it off as it was just extra weight and always in the way. In my opinion the FDF version is just too big to be practical. The vest you mentioned is just the M05 ballistic vest. It's quite useless alone so we have also added M05 equipment vest for the modern FDF troops you see in A1. We are doing good process with our newer infantry units so expect to see some shots of them next ;).
  6. I have this odd problem. Most of the time buldozer renders everything fine with crisp textures but for few weapon models all textures appear very blurred. These weapons use 1024x1024 texture for diffuse and materials but they look like they used 256x256 or smaller texture when rendered. It sounds like a mip mapping error but for some reason it only occurs on few specific models. These models work just fine when I render them in ArmA1 buldozer so I'm kind of confused here :). I have also tried to remade all paa-files but that didn't help either. Any ideas what's wrong here?
  7. I ment we will probably need sample woman head model. The one we have now is for male bodies.
  8. I've tried this myself too and I think the problem is that woman head has different animations and is ment to be used only with woman body. Head and body animations are probably linked somehow in config. One possible solution could be found in characters.pbo/config.bin and characters.pbo/heads/config.bin but I'm afraid we would need to edit the woman head model and its model.cfg directly. Obviously we would need a sample model from BIS to do this.
  9. Excellent work! I see you have created a simple backround cube in O2 to make the renders. I have used similar method but with this line as a texture: #(argb,8,8,3)color(0.0,0.0,0.0,1) That will make the render box all black which will have great effect on lighting ;).
  10. Well to be honest we had no idea what the numbers ment, only that the orange sign means dangerous cargo :o. First truck will carry ammunition and last truck fuel, both have orange signs with some numbers. Do you know what numbers we should use for them?
  11. New update: FDFmod site
  12. Actually the new head model, bysta.p3d, has only lods 1.000 and 2.000. For rest of the character lods you'll need to copy the lowpoly head from soldier.p3d. Also I've noticed that there's only five lods now in characters instead of six like in A1. The fifth lod has only one big lod texture that has all textures which the model uses combined. I remember Synide that you found a way to combine uv maps to make single textures. The old scripts that we used in OFP times don't seem to work anymore.
  13. I'm interested why you need to cut off any heads, shouldn't any head gear fit a head without the need to take off ones scalp ;)? But anyway the answer for your question is in characters.pbo root config.bin file. Unrap it and look forwards from line 5706, there you should find all face configs. Also look in characters.pbo folder Head for another config.bin -that too has useful information in it. I haven't tried anything with this new head system yet but hopefully we can also add woman heads to our custom bodies :D.
  14. norsu

    OFP Addons to A2

    You could try starting with the A2 sample models BIS just gave us or use A1 sample models BIS gave us much earlier. Both work just fine in ARMA2 if you copy the correct lods. I would recommend using the sample US soldier model from A1, retexture it, give it new materials and finally copy the special lods from A2 sample model to make it work. I remember Nogova soldiers were pretty similar to US soldiers so that's why A1 sample model would be the best choice :).
  15. Also an interesting fact is that you can change the head model in unit config. This means your addon can include several head models you just mix with different bodies. For example you could make a head model with gasmask and apply it to all ARMA2 characters (not sure about women) using only config. No need to make different soldier models anymore :cool:. I can't remember now which config line it is but I think it was "facetype" or something.
  16. norsu

    Sample Models Released

    I'm taking my concerns back. Here's a quick guide on how to use the new soldier.p3d and head BIS gave us: http://forums.bistudio.com/showthread.php?t=84536
  17. norsu

    Sample Models Released

    Soldier model BIS released is a basic russian soldier. It would have been great if the pack also included a basic marine. Most user made infantry addons are based on us soldier model from ArmA and the new marine model is very close to that. The russian soldier we got now looks very different and you can't just copy the selections and weights. I'm afraid importing A1 infantry addons to A2 will still take a lot of time even with this sample model pack.
  18. I would keep Everon scenery very close to original to ensure compatibility with tons of user missions. As for villages, I would only make them more detailed (trashcans, proper ground textures for buildings and so on). In OFP buildings were just placed on plain grass which made them look out of place. Some areas like airport will of course need some rewamping :). Also a small harbour for fishing boats would suit the island well.
  19. I have a small suggestion. Can you make it possible to resize the server browser window? Also saving favourite servers would be a nice touch :).
  20. I tried multiplayer yesterday for the first time and after less than 30 minutes I got the flashing receiving screen of death. Hopefully BIS gets this fixed for real in next patch (my hopes aren't very high though).
  21. Looking great. To make it even better you could add ambient occlusion map as a detail texture (look at BIS F35 ext. textures for an example). I've used one for FDFmod XA-180 and F18C and it really brings them more alive. Normally you would add AO layer for the diffuse map but it works much better as a detail texture. Just make sure it's not too strong otherwise it will kind of override normal and specular maps.
  22. Our goal is to make interiors just like BIS has done. This means some vehicles have only forced optics like in vanilla ARMA2.
  23. Something I've been working on lately: (click for full image)
  24. norsu

    Turning enviromental texture off?

    No. But you could probably replace the said texture with something that has an all black alpha channel to kill the effect. I can't remember in which pbo the texture is though. I would like to see this effect heavily reduced in some patch. That shouldn't be too hard as all it takes is a small change in rvmats. Properly used this effect is very good however.
  25. Indeed. And because of this it's best to create some general dirt and scratch layers you can apply to pretty much any texture. It really speeds up the texture making as you only need to paint the small details and even parts taken directly from photos work with very little effort :).
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