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Everything posted by pathetic_berserker
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Just another ladder thread
pathetic_berserker replied to pathetic_berserker's topic in ARMA : O2 MODELLING
Thanks for the reply Scars09. Did as you said, all the points in question were singular and clean of any other entry. In desperation I decided to check that there was nothing about the rest of the p3ds that may have been interfering or corrupt. In two cases I got ladders to work after removing view lods ??Like wtf?? and in another I had to remove the memory lod save it then redo it from scratch. I think it may all have something to do with the fact that theses were originaly ofp mlods. At any rate there is now only one ladder not working in the project its almost done, and I'm never touching work like this again. -
I've doing a bit of work on Alex Sworns radar pack with his permision for the Australia Mod Island team and having mixed success with ladders. As an example there are 2 ladders on the kran.p3d but only one is working. If you look at the entry for the refinery05 above I have both ladders working and you can see in the background that the memory lod for the Kran.p3d has memory points for 2 ladders I have a couple of other cases like this and its very frustrating because most of the ladders are working fine so any suggestions will be much appreciated.
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Good news alround by the sound of it. I'm a cold war kid myself, so this one has always been high my anticipation list. Cheers!
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Fine argument but it ignores the economic rule of depriciating returns. ie.the gain vs cost on almost anything is almost always unbalanced. I think that 60-80% extra for twice the price is probably quite good and if your smart you hold of buying a second card till the next gen comes out and the price drops. Of course it horses for courses. I have two 8800's but don't use SLI. That was because I always used 2 monitors and didn't want a performance loss. Now if Arma was SLI compatible it wouldn't have stung so bad when my No2 monitor blew up last week.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
pathetic_berserker replied to EricM's topic in ARMA 2 & OA - GENERAL
I do. at the end of the day I've never thought any of the other sound packs were worth it. Many of them have some great sounds that suit particular environments but the reality is sounds change so much under different circumstances that the point is really moot. Once you take into account the way the sounds change with the lay of land and possible surounding surfaces, then factor in the number of frequencies no longer heard by many on these forums (particularly those who subject themselves to gunfire and loud music) then it makes me wonder why so many insist on banging on that particular drum with 'THE' answer. At any rate its clear that BIS are doing thier best as far this is concerned and I have little doubt that there will be plenty of community made sound packs for those who disagree. -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Way ta go Gnnaaat! -
This is currently the only Australian like tree we have, a simple rework of a BIS tree. I think the more the better. Be nice to have some large managums amd tree ferns for temperate rainforests Anyway, havn't seen much of this one on the island yet, nudge, nudge, hint, hint.
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my GOD! I just coped a flashback visual of time I spent down on the porcine farm. I'm not sure BIS could generate gore to that level and get it past the raters. another +1 HA bloody HA On a more serious note how would FARMA simulate milking. I like milk.
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Your gona want a boat it's a looong swim
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Mikebart's Grass Pack [BETA]
pathetic_berserker replied to mikebart's topic in ARMA - ADDONS & MODS: COMPLETE
No, bin.pbo will do a direct copy of textures -
ATN: modellers looking for specific reference pics
pathetic_berserker replied to hailstorm's topic in ARMA - ADDONS & MODS: DISCUSSION
Probably be a few classics there as well. ie, Vampires, Sabres, etc. Remember the last time I went and seeing the AN-17 flaps down just over stall speed and moving so slow it seemed more like a giant metal blimp than a plane. Ahh. maybe next year. -
reinstalled ArmA = fixed Gremlins (insert save face smile here)
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I've just started getting the same error. I've been running Visitor and O2 from seperate drives with no problems for quite some time now. Then last night halfway through a session on Visitor Bulldozer started crashing just before showing terrain. But was working fine from O2. Today I decided to simply reinstall BIS tools and now I get the error as posted above though occasionaly it changes to 'error compliling pixel shader PSAlphaOnlyMod' I tried plaintiffs sugestion, but no change I've uninstalled/reinstalled the tools 3 times now, no luck
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ArmA2 factions: What's the NAPA faction?
pathetic_berserker replied to ricnunes's topic in ARMA 2 & OA - GENERAL
meh I don't realy belive they would be , just throwing the idea out there. However tis a bit simplistic to say that cops and army are the 'same' because they work for the same gov't. In many countries Military forces have very strict codes of allegiance and ideals within, as do the police. And I can think of a number of occasions in recent decades where the 2 branches have conflicted, usualy during a military coup d’état, where one side claims it fights for the people while the other just for power. Though your right about it being unlikely in Europe. In many 'western' countries the two branches are given very seperate and specific powers so idealogicaly they are actualy given seperate causes to fight for. I supose the real clue that they not cops is the flag with the crossed swords. -
ArmA maps are TOO large for public servers
pathetic_berserker replied to Peter_Bullet's topic in ARMA 2 & OA - SUGGESTIONS
I find it odd that this is in ArmA II suggestions. Though I actualy agree with many of Peters points, He has made the same mistake that many seem to have made. The BIS release of warfare was intended as a mission template. Look at most mission templates and you will notice they are devoid of all sorts of things that make a good mission. His argument should be directed at the mission makers, not at BIS. -
ArmA2 factions: What's the NAPA faction?
pathetic_berserker replied to ricnunes's topic in ARMA 2 & OA - GENERAL
Um.. am I correct in remembering that I read that ArmA2 will have MORE than the current 3 sides? Why do most people still think on a two party prefered basis? NAPA are cops. -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
pathetic_berserker replied to EricM's topic in ARMA 2 & OA - GENERAL
LOL. when you put it like that ..... -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Coz then I'd have to make some even more feral Collingwood supporters just to maintain that whole ArmA and its 3 factions thing. PS; Soul Assasin, looks great, I had been wondering when a Rus heavy lifter would appear -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
pathetic_berserker replied to EricM's topic in ARMA 2 & OA - GENERAL
Have to generaly agree there. There is something a little stiff across the back of the shoulders in some of the walk scenes I think. Noticed it also with the soldiers walking through the forest in the last vid release. Its a small thing, a very small thing, but I cant help but be a little put off when I see it. As for the cows. LOL. I think that its OK as far cows go, but looks a bit inbetween a walk and a run. I used to work on farm and yes cows do at times move like shown but they are not usualy renowned for looking ...um...'perky.' Anyone else recognise that flight of jets as SU-25's? Anyways BIS have realy done some outstanding work here. My moneys as good as thiers  I'm gona be bursting after 6  weeks of these teasers and who knows if thats all they got! -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Well kind off. Taken some pretty big artistic licences. And basicaly used only a few pics and my decades old memory of the place as reference. I've also used only the older stands as they are what gave it such a distictive appearance for so many years and made it a great deal easier to model segments that fit together in any arangement. -
WIP: stuff you are working on!
pathetic_berserker replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Kill two birds with stone they say. I supose you could say everything in this pic is kind of WIP. The Tiger was actually done about a year ago and was kind of a learning project for me (and ADF Mod appeared short on hands). Goes to show how difficult that musk\tan is to get right. (Good luck Tankcommander! ) At the end of the day I was thinking err on the side of red instead of tan coz it will look awkward if they ever got used in a good Australian environment. Though given todays deployment and scope of play erring towards tan may make more sense. And as bravo6 will notice. I have the 'carpark' in game now  Off now to see if I can't improve my texturing skills -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
pathetic_berserker replied to EricM's topic in ARMA 2 & OA - GENERAL
Well yes.... but surely much different from the way way to overpowered in the BIS Video. It sounds like i raised Volume way to much on some cheap speakers, or like using a sound editing tool and "normalize" it with +24dB (+2 times as Loud) I think we shouldn't ride that horse to much, i'm sure they have read our feedback and the Sound-Guy will hopefully tweak it a bit (or a bit more ). Like Plaintiff said, their "Mega-SEF" 3D Sound engine turns out to be very cool. Yeh. Good point. -
HiDef Tropic Isle Objects version1.2
pathetic_berserker replied to pathetic_berserker's topic in ARMA - ADDONS & MODS: COMPLETE
@Q I'm not sure that just removing the 1st resolution LOD will quite do it. Looking at the BIS models subsequent lods often use a completly different set of textures to save on processing power. and its my opinion that this is where these plants cant match BIS. As it is the highest poly lod is on par with the lowest of the BIS trees and has been noved to 0.000 instead of 1.000. And it also has to be taken into account what its meant by 'mid range pc', The graphics card in my 'top' computor has been succeeded by the 9000 series and the latest X200 series already. My other computor is 5 years old with a graphics card up-grade, yet with the right settings still gives good playable F.rates How may people are likely to benifit by either removing the 1st LOD or providing more texturing and mapping at what could be the cost of the original authors vision. At the end of the day a 1st lod change will simply force a reduced quality on people who refuse to use video setting that better suit thier card. The settings I quoted earlier for my machines reflect how they are always set. I havn't had to change them to suit this plant pack and though they may seem a little low for my specs. Its simply that I believe these settings give the best all round result in all circumstances. Its foolish to complain about fps when in urban combat with 50 mp players when your setting actualy suit desert armoured warfare. At any rate, I'm happy to support MLODS to any who prove they have Linker Splits OK. PS. God my typing suks today. Its so damn hot in my part of the world the only thing I should be doing is eating Wasabi peas and drinking beer. -
HiDef Tropic Isle Objects version1.2
pathetic_berserker posted a topic in ARMA - ADDONS & MODS: COMPLETE
PLEASE NOTE This NOT a replacement for linker splits HDT_obj.pbo and is not related to Linker Splits High Def Tropical Island pack. It only replaces his fc_t.pbo released here as High Definition Tropical Island Objects Ok, at last my first release! This is a rework of Linker Splits 'High Def Tropic Islands Objects'. Originaly made for OFP and ported for ArmA by Linker Split. And motivated by the need for tropical plants for the upcoming Australia Island, seen  here CHANGES The list of changes below out line some of the changes I've made. But that doesn't cover the plant groups or masses of folige in his pack as they are a bit dated for the new engine and the only changes made to them were to remove binarizing errors. No p3ds have been removed or paths changed. This pack is will fully replace the original version * Rework of all visual LODS. Basicaly laying them out similar to BIS and removing the preload LOD (LOD 10.000 was a trick used in OFP to load the textures ahead of time and create a smoother running when up close. Can now use frequent=1) * Rework of the GEO, FIRE, and VIEW LODs to better suit the respective tasks. ie. Fire LOD = wooded material, View LOD = obscuring folige, and Geo LOD is weighted to allow trees to fall over (Big trees need a BIG hit however) *Included a Shadow 0 LOD for almost all trees and most plants and called on the 2nd or 3rd visual LOD as the shadow buffer. If there was such a thing as unlimited time this could be taken further but what I've done is working well and I think its better than simply using the first visual LOD. Also provides a good range of shadowing levels via the video options. *Added various tree/bush classes in properties to many of the items (the realy big trees did look a bit odd however with the degree of sway so left as just 'tree' ) *'keep height' is now used only on the base of big_tree1-7 and tree5 & all of tree6 and a few select ground covering plants. So tree canopy no longer slopes with ground. *Added tree5_flat for purposes specific to the upcoming Australia Island (no 'keep height' ) *Added tree5_nv, tree6_nv, and tree7_nv. exactly as tree5, tree6, and tree7 respectively but hanging vines have been removed *And various other fixes that showed up in the Binarize Log Images shown with settings high to V.high, no AA, coz it's already 1600X1050, on a dual core 8800gts The File is binarized (with no errors) and signed at; Rapidshare (only 90 days) armaholic ArmABase.de ePrison.de Thanks for the mirrors guys! Post any Bugs here Enjoy! -
HiDef Tropic Isle Objects version1.2
pathetic_berserker replied to pathetic_berserker's topic in ARMA - ADDONS & MODS: COMPLETE
@Drozdov first of all can I make a few suggestions about your settings. A setting of visability 6000 is very high. I know of no-one who would use this setting except from an aircraft point of view. In fact even then about 3-4000 is about all you need to cover any detail you will see realisticly from the air. If your actualy in the forest then its down to a couple of hundred meters at best. I'd look at setting to 2500-4000 depending on your personal preferences You didn't mention what sort of screen you were runing but if its half decent you may find that running the game at your screens native resolution and turning AA off may produce some improvments. There is a certain economy that comes from running the game at your screens native resolution (screens max res). Which means that, if you have a decent screen (I think 1200x1024 or over) you may as well turn AA off and run at your screens max res with AA off as it shows little gain at the expense of GPU power. (the mickey mouse explanation is that your GPU has to calculate a reduction, then calculate an improvement that it could have done with the first calculation) post pro is a proccess hog that often makes things look even more unrealistic. I'd go low especialy with your Gcard But thats ultimately a personal preference Having a rig that is somewhere in between my two I'd say your asking a lot of a 7900 card but again thats entirely up to you. Lastly, its a shame that we dont have a better way of transforming Sahrani. I think the biggest issue here is that your only option is a hex editor. BIS forests are comprised of a select group of plants per forest. Wich makes it difficult to both represent the large range of plantlife in a tropical forest and also creates limitations when using particular trees wich may drain the system resources. I hope you find a away around your problems. Got to go now but when I come back I will post about a few methods i employed to get good forests on custom islands where exact placment is not limited by having to use a hex editor BTW thanks for the feed back @mike bart. thanks for the tip It could be something woth employing for the big_trees# so I will look into as a possibility for the next release

