norsu
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Everything posted by norsu
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Clarification on the MLOD release issue.
norsu replied to Placebo's topic in ARMA - ADDONS & MODS: DISCUSSION
That's true, but it's also very easy to bypass the section problem. Let's say we give BIS civilian model a shemagh. As a standalone model part it would increase selection count by one. But if you spend a little more time you can easily add the shemagh texture and its materials into existing BIS textures. They usually have enough empty UV map space for little extra stuff. There's always a risk of making your addon a performance killer and section count is just one of them. Apart from retexturing, addon maker newbie's first addon is usually "bolted". A list of section counts for each BIS model would be nice reference for those who want to "bolt" things . -
How to fix/merge sections in parts from old models
norsu replied to feersum.endjinn's topic in ARMA : O2 MODELLING
Thanks Panda[PL]. That got rid of one extra section . -
Is there anything else that has dramatic effect on performance? My weapon model has following stats: -2 sections -5 lods with similar polycounts like in BIM16.p3d -shadow lods -simple geometry lod -View Pilot lod on par with BIM16.p3d -One 1024x1024 texture + rvmat -No ST coordinate errors (except for the muzzle proxy) -Animated bolt, trigger and magazine Still the model performs much worse than for example BIS M16A4 GL which is more complex model with more sections.
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How to fix/merge sections in parts from old models
norsu replied to feersum.endjinn's topic in ARMA : O2 MODELLING
Yes and no . If you have texture that uses two rvmats then it's two sections. Identical texture + rvmat pairs should be in the same section. You can enable sections toolbar in Oxygen from Windows->Resource Library. -
How to fix/merge sections in parts from old models
norsu replied to feersum.endjinn's topic in ARMA : O2 MODELLING
Note that this doesn't apply only to old OFP models. If you import something from MLOD ArmA models you need to check sections carefully then too. Also when using mass texture renaming tool sections can get screwed. -
I asked Suma about this. And while awaiting answer I dediced to look at my model again. I found something interesting that had notable effect on FPS. BIS' reference MLOD model BISoldier.p3d has only one shadow lod (ShadowVolume 0.000) but all MLOD character models provided by Synide have four shadow lods. These are: ShadowVolume 0.000 (detailed lod) ShadowVolume 10.000 (simple lod) ShadowVolume 1000.000 (same as 0.000) ShadowVolume 1010.000 (same as 10.000) I added these to my soldiers and ran a little comparison test. This time my soldiers ran as expected - better than BIS' soldiers. EDIT: Well it was too early to celebrate . This only helped for small amounts of soldiers. With 32 soldiers on screen the FPS difference was still very steep, 45 vs 71 .
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I have very similar problems like CameronMcDonald. Has someone succeeded making well optimized units that have edited BISoldier.p3d as a base?
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I know those numbers aren't absolute. But if BIS used them then they are standard. And I'm running my units on plains of Rahmadi, certainly not too demanding scenery. Maybe someone from BIS knows how to optimize models right for ArmA .
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Will binarizing models increase their performance, or just reduce loading times? I have similar performance problems in my soldiers like in Johny's Marines Q posted about. My soldiers have lower polycounts, lower amount of selections and slightly modified BIS lods. Texture sizes and numbers are also on par with BIS soldiers. Still my soldiers give worse performance when used in greater numbers - up to 10 fps decrease when I have eight men squad passing by my view. I haven't binarized them yet so is that the trouble maker?
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I mainly ment that this could be useful when fine tuning your satellite texture. For example I made a nice pine forest brush for Photoshop using these photos . There are all kinds of things visible in greater quality than in most satellite maps. For example football fields, houses, grain fields etc.
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Finnish Defence Forces Mod
norsu replied to feersum.endjinn's topic in ARMA - ADDONS & MODS: DISCUSSION
Little things first like basic small arms & soldiers. That's how FDFmod for OFP started almost five years ago . -
Finnish Defence Forces Mod
norsu replied to feersum.endjinn's topic in ARMA - ADDONS & MODS: DISCUSSION
Here's how the soldier looks at the moment: Helmet, vest pouches etc. will be redone properly in time . Textures should be pretty much finished though. -
I would add some lighting to textures because sun or moonlight (only light sources that use normal maps etc.) doesn't always shine to your model. For example when player is in shadow of a building, his weapon without any painted lighting effects will look very plain.
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Hopefully you can release that video. Making textures piece by piece is getting somewhat frustrating .
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I believe so. AFAIK Goeth used multiple videos of all kinds of weapons and vehicles as reference. At least they are more realistic than vanilla sounds .
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What kind of error? The installer is a beefed up self extracting rar archive, so it shouldn't have any errors unless it was corrupted during download. *edit* I guess you solved it already .
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ArmA finally has a somewhat decent server browser, but there's always room for improvements. Here's my suggestion: As you can see I've added borders to make it easier to read the server info. Also instead of the old player list I've added a button to open a more complete list of players and their current scores .
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White "fog" even with high viewdistance (8800GTX)
norsu replied to snake22000's topic in ARMA - TROUBLESHOOTING
Here's a screenshot with 10000m visibility using Geforce 7900 GTO. As you can see the furthest location that is visible is only around 5000m away from the player. If you look very closely you can see a hill even beoynd that. Visibility doesn't seem to work like it did in OFP where the fog didn't smooth out the scenery so heavily. Perhaps BIS had a good reason to make it like so . But it's a pity to see that those 8800 cards are still having problems, not just in ArmA but in other games too . -
Apparently not. It's now classed as a reserved key like F1-F12 for some reason .
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I usually use WASD combination in simple FPS games but in ArmA I'll stick with arrow keys and numpad. This gives me more hotkeys that are easily accessed than WASD way. Too bad you can't map ctrl in 1.04, I used to have change weapon in it but now I have to use space . As for bad controls, well one shouldn't rush them in ArmA. There are some more or less useless controls like sit down and salute which shouldn't be a priority when mapping keys effectively.
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Add line -nosplash to your ArmA shortcut. Like so: C:\Games\ArmA\arma.exe -nosplash
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Try the newest version of ArmA demo. I have similar problems in 1.02 full but in the newest demo they are gone . Most likely this fix is included in next patch .
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>Download here< Take your BRDMs and have fun .
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I have updated the mission to start earlier. Due to funky DefaultLightning values in BIN.pbo a strange blue night appeared when you played the old version for some time. >Download update here<
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Finnish Defence Forces Mod
norsu replied to feersum.endjinn's topic in ARMA - ADDONS & MODS: DISCUSSION
And also there's a big shortage of qualified pilots for NH-90. I bet the Mi-8s will still fly around for at least few years .