Panda-PL-
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Posts posted by Panda-PL-
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Yes Q.
The mapping is different but...
You'd need to export both ArmA and OFP heads to some commonly used 3D art format and then bake the texture from OFP to ArmA head.
The old O2 exe had export option.
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what format do  export it as? program?Wings 3D, export as 3ds.
I tried some comromise approach to the magazine mapping problems...
I came out with triangular grooves + detailed hipoly surface -> detailed normal map. I must say it looks even better than I expected (even trough as you see it's still the old specular).
Far more natural.
Thanks for help mate, appriciated.
PS: it's not stanag, HK416 has its own HK steel magazine, they are interchangeable but they are normal bow mags.
It is oxydised, so it should be black.
I'll work on making it look like this one:
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and if i want the refliction to be mor visiable the alpha channel must be darker right?Brighter.
More value = brighter channel
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@panda.you can leave geometry open in arma.
it saves alot of polys.
Yeah, I know. But when I export it gets closed (and this way I for example have bottoms of picatinny rail details closed). I'll get rid of these manually, since they are unmapped = easy to filter out.
For now I'm back to modelling to solve the magazine problems.
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I take it by rivets you don't mean these:
http://en.wikipedia.org/wiki/Rivet
I was looking for those rivets for a second .
Yeah, I know what you mean, and I'd like to disagree, magazine is seen at flat angle, it would be obvious it's a normal map.
The mistake is making it sharp-edged, Gonna have to use normal to smooth it up a bit, or make it flat and use normal map only, as you've suggested. So in the end I have to agree with you anyway.
The problem with specular, as I've said, was specular power in RVMAT.
It now behaves normally:
http://img72.imageshack.us/img72/7098/wipfv8.jpg
I am working on the specular tooday, reducing a lot of its size.
I allready gave some wireframes in this thread, but I take it you couldn't seemuch detail.
Here are some detail closeups and magazine.
http://img179.imageshack.us/img179/8844/wipev3.jpg
It has triangulated upon export, no worries it's fixed in O2 (quadratulate). But O2 wireframe wouldn't tell you much.
Oxygen says 7194 faces for everything you see, 4510 without M203 and its accesories.
Lastly the base texture is flat, minus for slight AO overlay.
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I'm struggling with textures for now.
This is very early version. I know it's overdone on the magazine. this was supposed to be only slightly lighter but got amplified somewhere in the process (prolly I changed the layer order, lol).
A magazine COULD look like that after years of inattentive using, it's a steel one. However it would simply be replaced before this happens.
Scratches that loo too thick are also WIP. :/
Question:
I only use Green channel of specular but still the scratches look much darker when not illuminated (even with added scratches to diffuse - this is why the light lines on edges). Is there a way to get rid of this darkening effect of SMDI?
http://img165.imageshack.us/img165/7678/wipte3.jpg
http://img103.imageshack.us/img103/7025/wipgu3.jpg
http://img299.imageshack.us/img299/3933/wipfs2.jpg
Edit2: Lowering Specular Power in RVMAT to about 35 solved it, it also made normal map look better.
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Sure there is.
Open up Glass or mirror material and find the place when texture is set to Fresnel Glass or Irradiance.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage1
{
texture="#(ai,64,64,1)fresnelGlass()";
uvSource="none";
};
replace it with a simple texture with alpha channel (use the texture function or make one yourself). Only alpha channel is important.
Make sure to save as _COA if you use TV2.
How to adjust the reflection: the small alpha texture you have is only read horizontally.
The leftmost edge's alpha is the alpha of reflection when face normal is at 90 degree angle. the rightmost row of pixels is the alpha of reflection when the face is being looked straight at.
So if you for example want the reflection to appear only when you are looking straight at it (opposite to normal manner with glass and Fresnel Glas texture) the alpha will look like that:
http://img124.imageshack.us/img124/7484/fresnelzm5.jpg
Which is inverse of FresnelGlass texture.
If you want the reflection to be allways the same (polished steel maybe?) but not 100% opaque - use a texture with constant alpha at value that suits your needs.
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arma has a pretty bad way with dealing with normal maps...I belive it's rather the way O2 messes up the meshes.
Sometimes splits edges.
Sometimes splits them, then merges but makes them soft as a result.
It's a headache.
You can try unchecking the extra "options" boxes when importing if you're using 3ds as base format. The geometry will remain split, but less messed up at least.
It looks georgeous, but the textures suffered a lot. :/ This is ArmA.
Waiting for the pack. Best AK replacements since RHS.
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I think edges of upper hanguard got turned to smooth upon importing.
And possibly some edge on the rear sights base too, because I can see triangles of different lightning on the side of it.
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I can answer random numbers: I suspect we don't use them anymore because it adds 1 extra section per number. Thus doubling the section count for a model.
Also there is a problem of MP locality.
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Multipas material maybe?
Don't know if it'll work but you can use add>"next pass" in material editor and set another RVMAT as a next pass.
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thanks.remeber the mag is plastic.
wear and tear isnt that obvious like on the metal parts.
its got some scratches tho
I did a little photo search to see how this material reflects light...
Here I spotted some strange variation of surface glossness (last two mags illuminated, wear?):
http://img403.imageshack.us/img403/9357/545magassortmentgj2.jpg
But then again these are old magazines, the late ones look much more "even" (although still a little bit shiny).
http://img403.imageshack.us/img403/5613/545mag20rdlgvv4.jpg
I think the side of (your) magazine is on par with lately produced magazines.
Now I think it's the light added to front and rear of the magazine box that make it look weird (like a pice of worn steel).
http://img297.imageshack.us/my.php?image=magou8.jpg
If these are part of real time rendering then it's fine, but on the render they look like a light-grey drawing on diffuse.
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To be completely honest the magazine seems to stand out a bit. More detail on specular? More wear on edges?
The receiver is definitely my favourite part of it and the ring around flash disperser is really sweet. I also love the detail where gas piston enters the bed.
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If you all did a Syrian cammo pattern on it for my mod's Syrian pack, I'd be jumping up and down like a little kid after drinking too much Kool-Aid.From what i understood (and I think I am correct) you will get a full modder kit (Photoshop file for texture+Mlod model) when the final version is out.
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why do you guy's wanne counter a AIM-120 with flares..A AIM-120 uses radar to acquire his target its not a heat seaking missile...
This might be offtopic but I wonder how effective chaff exactly is. In case when you have to illuminatethe jet with radar can you make the ray narrow enough to not illuminate the dropped chaff?
And cannot you tell a difference between reflection of plane silhuette from chaff cloud just like modern IR seeking missiles can recognise a flare?
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http://img514.imageshack.us/img514/5651/hbugfa9.jpg"Is this some model bug??? I dunno ,but it looks like "
Nope.
http://www.globalaircraft.org/photos/planephotos/mi-24_2.jpg
http://www.enemyforces.com/helicopters/mi24-2.jpg
I hope this opens.
Basically the Hind has some weird shape there behind canopy.
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And lastly, to correct myself, the F-22 uses the M61A2 and not the M61A1, which means it shoots at a rate of fire of 6600 rounds per minute (110 rounds a second), and thus empties its cannon in 4,36 seconds.The problem is ArmA has a limitation of shot/framerate.
Hence if you match the 4.36 second time you get only a fraction of bullets that should be fired actually fired.
Hence you either give the gun even less ammunition (lol? It's called "burst" in config for some reason - it deduces few rounds for every fired but multiplies the dammage accordingly - hence you get a 90mm cannon instead of 20mm ) or input the correct values but the gun fires at 1200-2200 rpm at 20-40 fps and hence ammo lasts for longer.
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dont those "spots" on the front end of the suppressor meant to face inward /concave instead of facing outward/convex?Someone forgot that Green channel of normal map should be reversed?
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The flight dynamics are decided by mass distributions and total mass.
Top speed is decided by mass - the heavier the faster.
Steering is due to moments of inertia about x/y/z axes.\
I suspect the Center Of Gravity might have some influence on stability but I might just as well be wrong.
So what I'm doing is creating a whole new config.cpp file that only inherits from the helicopter class.So I created a Turret class, and finally got a gunner in the cockpit.... and actually I can see through the turret but I cannot zoom in or out or even move around.
Other issue is that it's damn slow.... I don't know why, it takes a lot of time to get good speed but it doesn't run faster than 150.... well actually it does but you have to climb to 200 meters and dive like crazy   I think it has something to do with the GEOMETRY LOD with the weights or something, because in the config file I raised max speed to 500 and nothing happened.
On turret (possibly):
http://community.bistudio.com/wiki....t_Class
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TurretBase {
 body = OtocVez;
 gun = OtocHlaven;
 gunAxis = OsaHlavne;
 gunBeg = usti hlavne;
 gunEnd = konec hlavne;
 minElev = -4;
 maxElev = 20;
 minTurn = -360;
 maxTurn = 360;
 soundServo[] = {Vehicles\gun_elevate,0.031623,1.000000};
 turretAxis = OsaVeze;
};
So these are probably missing:
http://community.bistudio.com/wiki.......Elev
http://community.bistudio.com/wiki.......Turn
However this might cause entire turret to turn up/down. So you might need a fake "gun"
http://community.bistudio.com/wiki.....Gun...
I really have no idea how it works.
Here is how BI Cobra has its turret defined:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Turrets: Turrets
{
class MainTurret: MainTurret
{
gunnerAction = AH1Z_Gunner;
gunnerInAction = AH1Z_Gunner;
primary = 1;
weapons[]={M197,FFARLauncher,HellfireLauncher};
magazines[]={750Rnd_M197_AH1,38Rnd_FFAR,8Rnd_Hellfire};
memoryPointsGetInGunner= "pos_gunner";
memoryPointsGetInGunnerDir= "pos_gunner_dir";
memoryPointGun = "machinegun";
minElev=-60; maxElev=+10; initElev=0;
minTurn=-70; maxTurn=+70; initTurn=0;
gunnerOpticsModel = "\ca\air\optika_AH1Z";
};
};
The gun defines are probably inherited from above ( ? ).
I belive min/max/initFov could be added.
The full BI configs+ .hpp files are added in released MLODs. Worth checking out. Also the class "Helicopter" since now I really am totally confused with yet another version of rotor definitions:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Helicopter: Air
{
type = 2;//VAir
nameSound = "chopper";
rotorBig = vrtule_velka;
rotorBigBlend = vrtule_velka_bl;
rotorSmall = vrtule_mala;
rotorSmallBlend = vrtule_mala_bl;
weapons[]={};
magazines[]={};
crewVulnerable = 1;
getInAction=GetInMedium;
getOutAction = GetOutMedium;
class HitHull {armor=1;material=51;name="NEtrup";visual="trup";passThrough=1;} // disabled points from model
class HitEngine {armor=0.25;material=51;name="motor";visual="motor";passThrough=1;}
class HitAvionics {armor=0.15;material=51;name="elektronika";visual="elektronika";passThrough=0;}
class HitVRotor {armor=0.3;material=51;name="mala vrtule";visual="mala vrtule";passThrough=0;}
class HitHRotor {armor=0.2;material=51;name="velka vrtule";visual="velka vrtule";passThrough=0;}
class HitMissiles {armor=0.1;material=51;name="munice";visual="munice";passThrough=1;}
class HitRGlass {armor=0.1;material=51;name="sklo predni P";visual="sklo predni P";passThrough=0;}
class HitLGlass {armor=0.1;material=51;name="sklo predni L";visual="sklo predni L";passThrough=0;}
class ViewPilot: ViewPilot
{
initFov=0.8; minFov=0.3; maxFov=1.2;
initAngleX=10; minAngleX=-45; maxAngleX=+80;
initAngleY=0; minAngleY=-125; maxAngleY=+125;
};
class Turrets
{
class MainTurret : NewTurret
{
outGunnerMayFire = 1; //Engine assumes helicopter gunner is turned out.
commanding = -1;
memoryPointsGetInGunner= "pos gunner";
memoryPointsGetInGunnerDir= "pos gunner dir";
memoryPointGun = "machinegun";
memoryPointGunnerOptics= "gunnerview";
selectionFireAnim = "zasleh";
castGunnerShadow = 1;
viewGunnerShadow = 1;
gunnerAction = AH1Z_Gunner;
gunnerInAction = AH1Z_Gunner;
gunnerOpticsModel=\ca\air\optika_heli_gunner;
gunnerForceOptics = 0;
class HitTurret {armor=0.2;material=51;name="vez";visual="vez";passThrough=0;};
class HitGun {armor=0.2;material=51;name="zbran";visual="zbran";passThrough=0;};
};
};
class AnimationSources;
dammageHalf[]=
{
\ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1B.paa,
\ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2B.paa,
\ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaB.paa,
\ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoB.paa,
\ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoB.paa,
\ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoB.paa
};
dammageFull[]=
{
\ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1C.paa,
\ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2C.paa,
\ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaC.paa,
\ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoC.paa,
\ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoC.paa,
\ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoC.paa
};
soundEngine[] = {"\ca\Air\Data\Sound\helicopter", db30, 1};
soundEnviron[] = {"\ca\Air\Data\Sound\noise", db-30, 1.0};
soundDammage[] = {"\ca\Air\Data\Sound\alarm_loop1", db-40, 1};
class EventHandlers {};
supplyRadius = 1.2;
accuracy=0.02;
camouflage=100;
audible=40;
};
rotorBig = vrtule_velka;
rotorBigBlend = vrtule_velka_bl;
rotorSmall = vrtule_mala;
rotorSmallBlend = vrtule_mala_bl;
Where did "Main" go???
Probably BI forgot to clean the configs up after some patch and now we have redundand defines...
Anyway I hope you figure it out somehow. If all else fails just define it as AH1W and put the same selections in. :/
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I will add a find in cfg.cpp on BiKi:
http://community.bistudio.com/wiki....tion...
Maybe the subclass you're inheriting from simply has different selection names?
Anyway, you can override them and see if it works then.
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It would be great, Gnat, if BI added an automerge function when converting upon binarisation (lol, kind of obvious feature, wonder why they DIDN'T).
Have you tested if it does anything with TGAs?
But it's possible it's just a bug.
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Mi-24 amored cockpits and titanium rotor head able to withstand 20-mm cannon hits. Bulletproof glass can withstand 12.7mm ammo hits. It's a flying tank not cobra.Common missconception:
it can withstand one or - at best - few hits.
The rotor won't desintegrate from one 20mm hit, but neither will AH64's rotor.
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Anybody have suggestions?I belive this is how it should look like.
You made the mesh too flat. Save yourself with normal map now maybe (I wouldn't)? Or modiffy the mesh (never too late, that's what I keep dooing all the time ).
Unless there is a new version which is flat on the sides.
Your grip also seemed too flat to me but now it lookis just fine.
And add some variation on specular for the stock, the surface is kind of rough.
PS: there is a lot of M110 high definition pictures here:
http://www.militaryphotos.net/forums....&page=4
You can find it usefull when adding detail to receiver (the split line) etc.
Although it seems to have different catches etc.
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And I'm having this texture bug with the blured rotor blades:Did you use a blurred rotor proxy (save it to proxy)?
If this doesn't solve the problem then it's the material settings of your rotor blades material: add a render flag NoZWrite
http://community.bistudio.com/wiki/ArmA:_RVMAT#Render_flags
I think AddBlend or NoAlphaWrite might work simmilar, NoZWrite has a side effect of texture being transparent against fog on horizon (not really that noticible).
EDIT: I have checked the AH1 BIS model it seems you need 3 selections:
MainRotorBlurred = the blurred rotor proxy only
MainRotorStatic = blades only NOT MAST
MainRotor = both blade sets and rotor mast
WIP: stuff you are working on!
in ARMA - ADDONS & MODS: DISCUSSION
Posted
@Scubaman: are you sure the beta mag was not plastic?
DaSquade's work is splendid, I remember borrowing his optics for old 6thweaponpack. The (S)CAR texture is pretty much photorealistic.
It looks pretty bright trough.
I'll post my latest, not really much work done. Specular and noirmal.
Enjoy.