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Snake Man

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Everything posted by Snake Man

  1. Snake Man

    UV mapping: how?

    I'm at the pretty much same position right now, I already have done some work, one horrible model which you can find from latest VTE and another which is just under work at the moment. I see the texturing in two stages: 1) UV Unwrap the model. 2) Create the texture to match this unwrapping. I'm scared if I finally learn the first part, I will most definitely fail in the second. Heh we'll see.
  2. Snake Man

    Problem with model.cfg

    Well, naturally you still binarize stuff in your old well known ArmA tools directory. Then just place your binarized addon ingame ArmA 2. Basically you model for ArmA 2 exactly as you did with ArmA, except that you cannot use the changed class names and requiredAddons/versions. requiredversion needs to be no bigger than 1.02 which is latest patch and requiredaddons cant have stuff like Sara or dbe1 in there. Other than that, you're good with the basic old working method from ArmA.
  3. Snake Man

    Maule M7 (Ski Plane) by Rocket

    The question is; how many points/polys the last res LOD and how many sections?
  4. Snake Man

    ArmA 2 Demo feedback

    I voted the demo is great. It installed OK. It runs very fast with the default "normal" settings. The missions and mission wizard seems to work ok. MP worked ok with few no messages received and disconnect errors (but must have been because of my poor net connection). Good job with the demo, I cant wait to install 1.02 + hotfix for the full game :)
  5. Okay after the ArmA 2 demo feeding frenzy settles, I'll work on the population free version as bonus download. Oh one more thing, no roads also, I mean ALL the POPULATED places; gone?
  6. Torrent is working perfectly, I get normal speeds with it. I am very happy. Good decision to put it on torrent too. Thanks Placebo.
  7. ArmA 2 official demo torrent. :)
  8. PMC Tactical VTE server is up and ready for missions. I've been working some terrains, experimenting something with the satellite mask/textures, nothing satisfactory yet but now I have the technical know how to bring VTE terrains into satellite age. Also tweaked few models that still had shadows even they should not have.
  9. Its 51.2 actually. Its difficult to take a screenshot to capture the essence of the terrain, not sure how many people really, deep down, understands how insanely large this terrain is.If I just put player in editor, grab a screenshot that looks very boring. But yeah, there has been so many requests about screenshots that I'll try to come up with at least something. Of course those will be sort of fakes with 10km viewdistance etc hype stuff, but what ever works right. I can do that, as extra bonus download.Would it be just desert vegetation without roads and buildings, so the plants, palm trees and rocks can stay?
  10. Can you walk us through step by step what have you done so far? After that its easier to point out what you need to change.
  11. Congratulations Myke for great F-16 release, this baby will find its way to my addon dir. Good job.
  12. Same here Mr NoRSu, I tried to bring up ODOL or MLOD simple soldier model from ArmA (1) to ArmA 2 and I get the same "the thing" effect you described. I tried even the early days BIS Sample model with model.cfg entries wrongly written in the config.cpp, no go, I tried the fully ArmA (1) working VTE soldier model, no go. I believe its something to do with the model.cfg and selections, but... I do not comprehend how some people have gotten it to work while others don't. I would kill for a working model.cfg / config.cpp right about now :)
  13. Don't forget to add (to the changelog?) the optimization tweaks, more low res LODs and reduced section counts on all LODs (within the limits of current texture counts). People should know that this is properly modeled addon which causes no frame rate loss even when used in excessive amounts in missions/scenes. This should be in my opinion, of of the "highlights" when pimping this to the news sites etc.
  14. Basically what I did was - renumbered res LODs to 1, 2, 3, 4 etc - reduced section count to a minimum with these textures/rvmats. - added if I recall correctly, two new low res LODs, last one below 100 points. I can't remember anything more specific. It was meant for you as help, that you grab the new low res LODs from it, however it of course would work best if you use it as is which I assume you now did(?). I cant say for the renumbering of LODs, but the two other tweaks highly increase the performance of this model. These are essential for any properly done addon model. If I do helping fixes for you next time, I'll promise to write detailed changelog :)
  15. Yes but when .rvmat is on the list, they appear in the PBO as binarized. Naturally sound files like ogg are not binarized but rvmat's are, so it's not your usual "direct copy" in that way.
  16. If you are bored, you are welcome to come help me in my projects. Would be much appreciated and time well spent.
  17. Snake Man

    Buildings load late.

    I have no idea if this is new ArmA 2 problem or not, but in fact you need to turn UP the object detail to make sure the objects are drawn at great distances, perhaps it helps so that they are not popping up late. Might just be a glitch on the engine though, no idea.
  18. If you need any last minute help, send me a PM with the link for the latest files and I'll take a look at it.
  19. In BinPBO -> Options screen on top you have the edit box for "List of files to copy directly" put this in there: *.rvmat;*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf
  20. I just completed the campaign, what a great campaign that is! Excellent job BIS! However I do have a problem with it. The spoken dialog, the voice sentences, is way too fast spoken as they come one after another without any pauses (or that way it seems to me) so you really have hard time keeping up. There should be small pause between person1 and person2 when they speak, nothing long, but small breathing space. The individual spoken words are really good quality, there is no problem with that, but when you start to put everything together without any pauses its just this horrible chaotic mess. Many times, if not all the time, when the spoken language is Russian (or whatever it is), I have to read it from the titletext, when two persons are speaking long sentences and I'm reading 2 line piece of text one after another... its practically impossible to keep up. Yeah call me slow retard or whatever, but I'm absolutely sure there are many other people with similar problems on the campaign dialog. Another thing is that when there is dialog spoken, the squad radio comms are still open, its very annoying and immersion killing when your character is speaking with someone and at the same time reports contacts in the squad radio. I definitely think the radio should be shut down during cutscene dialogs.
  21. The radio is not read only, I have no idea what you're talking about.
  22. You should rename this topic as it is 3D Editor and not a real time editor.
  23. I took a look at the model, fixed the too many sections, added few more resolution LODs so that it ends now below 100 points, also added the MLOD Weaponrack_R.p3d so binarize runs it okay. Now it binarizes beautifully, only error in RPT after short testing was this: Warning Message: Cannot load texture ca\air\data\materialy\skrabance2_detail.paa. Not sure if you have already done several edits to the model, but here is the model I edited so at least you can snatch the extra low res LODs from it. Oh and please add library entry for this as now it just inherits the harriers text.
  24. Can you please rar up the latest versions of your missions without sound files and sent to me, I'd like to add then to our server. Thanks.
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