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phunkmaz

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Posts posted by phunkmaz


  1. Key word is 'possibly'. It has absolutely massive amounts of potential, it is already the most realistic war simulator out there, one of the best editors I've ever seen in a game, incredibly realistic graphics. But there's one big thing its lacking: story. ...

    You forgot the physics and multiplayer (net-code). If BIS could improve these two parts A2 could be the best "war" sim. ATM it's just a real good inf sim.


  2. This video is of the only game I know that uses a true balistics to armor and internal components. It is the MMO Battleground europe. The video is old with out dated graphics but the mechanics are the same.

    If ARMA could move away from the gamey "hit point" system and implement something like this, it would go a long way in cornering the market for being a true war sim.

    100% agree! It's not just the ballistic model that makes BGE a great sim. The vehicle physics, feel of weight and the steering (separated brakes, manual gearing, ...) is much much better than in A1 or A2.


  3. The last time i did some modeling/texturing stuff ist back to ofp so i can't exactly describe the way you could do such a material. The idea of a fake light is to use the ambient channel of a rvmat. I'm sure an ambient color/texture is also used for taillights on vehicles or the nav lights on planes. The ambient color behaves like the hud in planes. They are always glow green, day and night. To show you the difference i did a small figure. The left sphere has a simple material with RGB 255 0 0 in the color channel, the right sphere has the same color but this time in the ambient channel.

    colorvsambientcolor.jpg

    I hope you can follow me, my english isn't the best :D


  4. The lights on the LHD could be fake lights. Maybe just some textured polygon points with a glowing material that is not affected by the daylight/environment-light. The lights itself doesn't illuminate surrounding objects.

    To answer your question: I think it doesn't matters what brightness the lights have. They are there (as shader programm).


  5. Norrin has done a great job, thats for sure. But i'm talking about real ropes and not static "rods?". I think in VBS2 they use small rope-parts connect together to a long bone similar to a backbone. With static ropes cargo and the vehicle looks glued together. Also, with physically simulated ropes we might be able to tow objects.


  6. The helicopters in OFP were great, I personally do not want more than that.

    If i wanted a helicopter simulation i would go for a different game.

    That's your opinion but ArmA is not just a infantry-simulator. Alot of us are also interested in aviation and i think a military-simulation should cover all domains on the battlefield. Take a look at America's Army. It's mainly build for infantry but now they also have vehicles with alot of systems modeled.


  7. Quote[/b] ]Hello yes i agree the flight model in Desert Combat was a really good mix of arcade and realism TAKE NOTE BIS.

    I made a short flight video of Desert Combat several years ago. Here's the link:

    BF1942_DC_Helo_Lesson_by_PhunkMaZ.avi (~15MB DivX AVI)

    Flying helicopters in DC was a dream. You got the right heavy feel and precision. But i don't think BIS can make it even like in Desert Combat because they need to completely rewrite their physics-engine.

    PhunkMaZ

    (Pls excuse my english)

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