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Panda-PL-

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Posts posted by Panda-PL-


  1. thx all!
    Cool Kar, animated bolt?  tounge2.gif

    I'm trying... but now working not correctly sad_o.gif problem with axis

    Missing namedproperties in some LODs maybe?

    You bring up namedproperties window via Window menu in O2 (or Ctrl+1), there should be one property called autocenter with value 0 in Geometry lod and perhabs also in first resolution LOD.


  2. The biggest and instant dissapointment so far is the M4 you can see on Arma2 videos.  huh.gif

    What happened Bis?

    Since you are stuck with this weapon for most missions (it seems) the AR-15 familly should be absolute priority.

    I also dislike the design of your team and characters.

    You gotta make up your mind: they are either marines or merceneries, cannot make them look loike both.

    This reminds me of shooters like BlackSite Area 51 or some console games (you know, where soldiers don't wear helmets... and have cocky nicknames).

    The East aircrafts look great, which suggest they bought them from a real fanatic.

    The quality of eastern tanks is not up to that standard sadely but it is still avarage or little above what you see in other games. The cupola MG could get updated.

    I am most glad because of new AI. From what was shown they are about the intelligence of FC2. Use cover and move tactically.


  3. you should drop this entirely! set the whole object to smooth /one smoothing group.

    this will ensure that the baked normal map from a hi poly model, will be rendered correctly on the low poly.

    baking the normal map with hard edges in the low poly will give you wrong results and artifacts, which will just look bad.

    Been there, done that. Won't work. Effect was terrible. :/

    The rendered normal map is stretched to all sides due to the fact the ray casting was made allong the lowpoly normals. And lowpoly normals were meesed up by setting whole thing to smooth so ray casting went horribly wrong as a result.

    Furthermore I am not certain but it appears the method of interpolation of normal within faces is inconsistent between O2 and other apps, so it's better to keep the normal map blue and differences of normals allong edges of polies low.

    This is just suspicion, but a strong one due to the fact that this stretched and deformed normal map I got by using all-smooth lowpoly had uneven surface (triangle-shaped artifacts) even thou it should not.

    You didn't understand me I think, or I described it incorrectly.

    Object-space normal map is the rainbow one, it contains no information about the lowpoly mesh normals. So it doesn't matter the two lowpoly have different normals.

    Then you use the fact the UVs are the same between the two lowpolies and you simply apply the "rainbow" normal map to the new, hard-edge lowpoly.

    The third step is to change the "rainbow" normal map to tangent-space normal map using normals of this hard-edged lopoly.

    The effect is the normals from hipoly are transferred to ingame, hard-edge lowpoly, however the ray casting is done using normals from the other, subdivided lowpoly. Thus avoiding the distorsion.

    Noweher in the process is there any baking between the two lowpolies, the correspondence of UV is enougth.


  4. Nice job nephilim, how'd you go about doing those welds, sculpting program?

    The welds look like mesh, or really good displacement map.

    I'm also intrested in the hatching on this thing, how was this done.

    I know a fairly simple method of making them in modo, but these things are really hipoly :O. Is this mesh or did you make a displacement map?

    I am in the same department, thus my intrest.

    BTW: someone hinted me about how to get a good bake of normal map (without the problems with ray casting over hard edges): use subdivided (not smoothed. Just Shift+D in modo) lowpoly (set edges to smooth to get smooth normals for baking) to render object-space normal map, then bake it onto a not-subdivided lowpoly (ingame model) to get the final tangent-space normal map.


  5. I mean, currently we see 'everyone' running around with two weapons just because they can. But it's not realistic. I also wouldn't be too happy with the addon dictating what unit classes had this option, if this was the way to go. It should be determined by mission designer.

    Perhabs some peopel removed Stamina. It should not be possible to "run around" with two primary weapons just like that, unless people are cheating or the stamina system is not restrictive enougth.

    The weight of second weapon is counted into stamina system, so people should be able to carry two weapons if and only if they could do the same IRL in this situation.


  6. I'd love to see a nice, plain M4 or M16A4 without a Surefire thangy or CQB grip on them, especially for use by rear-line units and/or tankies.

    Will think wbout it in the future.

    Problem is that would require redesign of the weapon itself, since there is literally no rail under the attachments. The M4 also has no full length rail guards.

    This makes it more work than you assume it is. Needs new textures and maps aswell. huh.gif


  7. <ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

    [*]Is their the possibility for bandoleers or vests of 40mm x46mm like JAM brought to OFP

    [*]Is there the possibility of some more different types of 40mm to use like buckshot etcetera?

    <ul>[*]reason is you can now carry TWO primary weapons and switch between them.

    [*]nope. You need to unload greanades from backpacks once you run out of those readilly accesable. No need to introduce a separate system (that could only make hte whole thing more buggy.)

    [*]There are only smoke rounds and HEDP rounds for M203 in service (and a less-then leathal one, but...). The buckshot round used in M79 cannot be used in M203 (M79 can use M203 rounds IRL, but M203 cannot use any M79 round).

    There is no buckshot round for M203, even thou it was requested years ago.

    Quote[/b] ]
    Can I suggest that before releasing any further "guff" like the russian units, that you prioritise fixing the core issues, such as not being able to load wounded into vehicles, the wounding system etc. Seems a little daft to me to be adding more around a system that still doesn't do what it's supposed to.

    Ever thought that not all ACE Members are scripting specialists?

    It would be very bad to tell the modelers or else to "stop developing" until some scripts are fixed....  icon_rolleyes.gif

    Specialisation.

    With some little exceptions the script and config writers within ACE have little clue about modelling.

    Scripting people and modelling people are two separate teams. smile_o.gif

    Makes sense if you think about it, since you cannot model with one hansd and script with the other hand it's better to specialize only in one and just have general idea about the other, so that you can consult your ideas.

    Another thing is that the russian infantry models were donated to the mod.


  8. Sidenote: Awesome M4's guys I love the sights on the things. Next thing is to make a grenadier model.

    If by grenadier you men M4 with M203: there is one (actually, two).

    Quote[/b] ]ok so it's not a bug ? it's supposed to add realism ?
    Anyone who ever played games like Ghost Reacon or Vietcong will know the feature. I think it is awesome.

    Increase your free float zone in controls and see what it does, perhabs you find it too restrictive because you have the slider all the way to the left.

    OR: Hold down Alt.


  9. When i go to the editor and i shoot wiht a rifle i see flashes ,but when i log in on my DE server (with ace mod installed) i only see smoke comming out of my rifle, do i something wrong or is it just normal ?

    Is the time of day the same?

    I have noticed on latest generation of vid cards the flash won't appear at all durring full daylight.

    There are many alpha channel inconsistencies in general :/.

    Were you using the exact same rifle?


  10. @plantiff: this is getting really good.

    @godhammer: could use specular... And I think this is allready a fetish. wink_o.gif

    NOw my stuff... I know ever since ArmA was made people were having wet dreams about these. Even thou they do not look as good in ArmA as in other apps (for some reason) I think they will do:

    m4wipdr1.th.jpgm16wipfb1.th.jpg

    (Original FN, Colt and other markings and trademarks included smile_o.gif )


  11. blah rofl.gif , i know what stall is but, the engines die totally

    You mean you don't hear the engine sound anymore? If so then I cannot reproduce it.

    I have just tested, my guess is your speed dropped way below 200 and you got into something called static stall - and just fell down like a stone.

    You surely know there are two kinds of stall. With static stall you need to point the nose down and wait for speed to recover.


  12. I haven't had any problems with either ACE version, using the 1.15 beta.

    I see momentary slowdown when deploying weapon, but this is nothing weird since it needs to spawn some detector models.

    I do not see difference between the two releases personally. I have a low end PC. IU did not change the shells settings, they don't seem to make a difference for me.

    Only problem I face is the medical system sometimes acts weird.

    I have no idea what is going on, what do you guys consider low fps? I have a low end machine and run with lower settings, if there was a scripting error I suppose I would notice the lag instantly.

    BTW: weapon support rocks. The only way to set up defense.

    You can use building corners and trees for supporting weapon, just aim straight at them and deploiy, you can then peek out while staying supported. smile_o.gif

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