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Everything posted by norsu

  1. norsu

    Photoshop camo patterns

    Basic USMC model in A2 uses very similar uv mapping like most infantry models in A1. This means you can take the very plain A1 OPFOR crew body texture and make a nice grayscale out of it. You can also enhance the grayscale with its corresponding normal map :cool:.
  2. norsu

    Design a computer...

    I would love to see an iMac style computer with changeable parts. It could be a bit thicker than iMac and use similar technology like those high end laptops where you can change vital components like GPU without soldering. To be honest I would buy that newest iMac without hesitation if I just could update the GPU some day :(.
  3. norsu

    Design a computer...

    Of course high end computing goes higher than gaming but if you're like me you also want to run latest games in high or highest settings for many years to come without updating the whole machine. And couldn't they just make it possible for consumers to upgrade the GPU in iMac? That would make more sense since after all we are talking about a desktop computer here, not a notebook you can carry around. Not to mention the very high native resolution it has which obviosly requires even more from GPU in the future.
  4. norsu

    Design a computer...

    I find it amusing that a new 2400$ high end computer has an older medium level graphics card despite all other components are cutting edge. That's why I would never buy an iMac for high(est) end computing (read gaming), it just gets old way too fast for its price and you can't help it really. And if I buy a computer it has to be cutting edge because I'm going to do everything with same machine.
  5. I have found it easier to just replace the messed up paa-file in binarized pbo with the non binarized original paa-file. Maybe adding *_ca.paa to BinPBO's ignore list would do the trick too.
  6. norsu

    Arma 2 MW2 Ghost?

    Is it just me or do those models look horribly low poly for todays standards? Not to mention the blurry textures.
  7. Looking mighty fine :). That cartridge ejection system should be used in many other addons/mods too. Any change of posting a complete tutorial how to do it?
  8. norsu

    Weapon Import Woes

    Can you post your solution too? Someone else could find it useful when they have similar issues ;).
  9. They were never credited and that's the problem. If you don't get permission, then you don't use that material. Should be quite simple.
  10. So did someone steal FAFw work? Damn that's bad if it's the issue. But at that point I would actually work even harder for release and make sure the work gets proper recognition. But I understand your reaction and decisision.
  11. Yep, this definately has something to do with proper lods. FDFmod M80 pistol had the same issue but it was even worse. After I named resolution lods to 1.000, 2.000, 3.000, 4.000 and 5.000 the problem was gone. O2 however still doesn't render small models such as weapons properly unless zoomed in greatly. This fortunately isn't much of a problem anymore :).
  12. I have a problem with smaller objects like weapons, their mipmapping is just too harsh. Here's an example: New FDFmod RK95 with a single 2048x2048 WIP texture: http://www.fdfmod.org/wp-content/uploads/2009/12/mipmap1.jpg When zoomed in a bit: http://www.fdfmod.org/wp-content/uploads/2009/12/mipmap2.jpg Details just pop up after a brief zoom but in normal view texture size is reduced to 1024x1024. BIS weapons such as AK47S have no such problems: BIS AK47S with a single 2048x2048 texture: http://www.fdfmod.org/wp-content/uploads/2009/12/bis_mipmap1.jpg When zoomed in a bit: http://www.fdfmod.org/wp-content/uploads/2009/12/bis_mipmap2.jpg I tested this with a simple 1m^3 cube in O2 and it too had messed up mipmaps. FDFmod M80 pistol has even stronger mipmapping due to its smaller size. I'm using standard BIS toolset and can't seem to find a setting that alters mipmaps for smaller models. Does anyone know how to address this problem? My ARMA2 and O2 graphics settings are at maximum. Also this problem wasn't present in Armed Assault.
  13. It seems the problem has fixed itself. I don't know how this happened but I suspect it has something to do with proper resolution lods because as soon as those were finished, the problem disappeared. I will try to find the exact cause and post it here.
  14. Early WIP of NH90 interior:
  15. norsu

    Thirsk Island

    But doesn't A2 support multiple terrain textures in a relatively small area? This should be enough to create more varying snow and reduce the amount of snow under big foliage objects. Completely white snow island looks way too bland in my opinion.
  16. norsu

    Thirsk Island

    Have you tried making snow clutter? Sometimes the snow just looks too flat, maybe some deep parallax effects could help too. Also I would reduce the amount of snow under trees and heavy bushes. If you are aiming for an early winter style scenery, there shouldn't be much snow under foliage. Populated areas would be covered in a mix of icy snow, slush and lots of "worn" snow (footprints, tire marks etc.) Sorry if I sound too harsh :).
  17. RK95 with camo and some more bling: I've never seen painted RKs but I guess during a real operation or war such thing wouldn't be out of question ;).
  18. Don't worry, the RK95 variant with a tactical light will have those slings for sure ;).
  19. They are ment to keep the tactical light wire in place (even though there is none). However in many photos where an RK95 with ACOG appears thosen slings are also present. I will probably remove them as I'm still testing how different variants look :).
  20. WIP RK95 with some extra bling:
  21. Anyone know a workaround? I've seen this same problem in many weapon addons so I think it is a big issue :confused:.
  22. Podagorsk isn't supposed to be Finnish terrain. It's an extension to Chernarussia.
  23. Shots as links: http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0001.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0002.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0003.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0004.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0005.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0006.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0007.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0008.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0009.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0010.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0011.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0012.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0013.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0014.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0015.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0016.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0017.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0018.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0019.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0020.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0021.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0022.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0023.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0024.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0025.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0026.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0027.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0028.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0029.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0030.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0031.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0032.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0033.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0034.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0035.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0036.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0037.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0038.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0039.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0040.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0041.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0042.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0043.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0044.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0045.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0046.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0047.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0048.jpg http://www.fdfmod.org/wp-content/uploads/2009/12/FDF_Podagorsk_0049.jpg
  24. norsu

    Thirsk Island

    I suggest you place some usable ladder objects next to good sniping positions because upper floors on many ruined buildings are inaccessible.
  25. Allright, here we go. First you'll need to have a few named selection in your model. I have named this selection in 1.000 lod glass1: This selection in Fire Geometry lod is also named glass1: It has following material: ca\data\penetration\glassplate.rvmat And finally this one in Hit-points lod is also glass1: Now lets give the glass1 selection in 1.000 lod a material, say my_car\glass.rvmat and we should be done in O2. In model.cfg we'll need a new skeleton bone called glass1. Here's an excerpt from our model.cfg: We also need new animations for our glass: There, the hard work is done now. Finishing touches are done in unit's config. First we'll need a new hitpoint: And then damage textures: I wrote this rather quickly and I trust you have the needed O2, model.cfg and config skills to do the steps right :). But ask of course if you run into problems. OBMAR's tutorial is quite obsolete in A2.