Sgt Anderson
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Everything posted by Sgt Anderson
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FPS Are currently around 15-30 (depending on the amount of units on screen) Â I would like to try and make the FPS more consistent across the map by continuing to tweak and balance performance by optimizing face/point counts vs object counts vs lods. Here are some (looking towards to what may be possible) pics for LOD dsitances. Bear with me
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heres some pics of different plant patches
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thanks alot dude.  Multiple LODS are being implemented onto veg objects as I speak.  FPS just keep improving as I add more and more LODS to the objects.   Just to clear the air (everyone is referring to me as you guys) - its just me.  Tuc Song is by Anderson.  I think a call for a dancing bananna is in high order... so take it away Larry and his beautiful dancers - the Banannettes       Â
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Here's a quick pic of some new varieties of plants that I am working on putting on TucSong...please note that the object patch pictured is purely for demo purposes...(note face count in pic;))
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sry I should have mentioned it was another addon. Â Thanks for the comps guys! All the stuff youve done is great Ebud!
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Thanks for the notice Sim, link should be fixed now. Anderson
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thanks man, not much longer before I release my island.
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heres a quick vid of some marines who encounter a vc force on the Phuoc Bien river. contact2
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Not much longer  PolishGI has helped today to make the AI view blocking on plants/grass very good for gameplay now, just tweaking ai view blocking settings so that player can still right click on vc when theyre in thick foliage and still be able to target enemy for friendly AI sometimes.
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Here are 2 quick pics of the new ground types that will be used for the majority of space for the beta + a pic of the beta palm! Changed them cause I got thinking the old grass kinda made the landscape look weird.
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The horizon is the Tropical Sky mod by Yaciek (Tropical Sky BETA 0.1 ) avaliable for download from OFPNAM. I'll be sure to check out that feature in WrpTool, hopefully it works for me.. Â And thanks for the replace objects/align to ground script!
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There he is. Â soundEnviroment parameter you say....hmmm I'll have to crack the config open today. Â The terrain is being tweaked now before release to represent highlands better. Â I would still like to add some more really tall undergrowth (a few more breeds of fan plant, and ofcourse a palm tree. hmmmm, a potential alleyway for a vietcong bunker or mg emplacement? a quick pic of the make-shift firebase rain-water shower... Heres a link to nature video III... nature video III *update* Heres a link to contact video I contact I Ive encountered a little problem though with the elevation changes. Â If the elevation is too steep, the objects have trouble keeping ground height and end up sinking about 3ft into the ground! Â Any way around this besides less elevation?
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Im pretty sure this has been done before but I just thought it would be good for briefings... Â About the sound when they sit down, I think it'll just be a matter of changing object class in config to something other than a car...hopefully
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thanks for the compliments man! Â My compliments to the Unsung Team on their amazing work! Heres a link to nature video 2. Â It's 21.2mb though..eep...good transfer rate though! nature 2 demo video I should mention that in one part of the video, a soldier walks through a tree...;) geoLOD comin up! Anderson
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I am 100% with Hawk on that one, it is quite hazardous to ones health. Sgt Anderson (Zeke if I may lol?) - I've seen the movies, images and read the thread, but I don't think I noticed one question being either asked or addressed - can the AI 'see through' the objects? IE if I hide in that lovely vegetation in the nature video, will the AI shoot happily away at me while I can't see 2ft in front of me? Secondly, if the AI cannot 'see me' (for want of a more technical description - ask an O2er), does the objects located immediately in front of me cause the objects behind those to 'flicker' or 'dissapear'? Thanks in advance for your comments and thanks for adding another set of Nam stuff for us "true freaks" to check out Ok, loved your stuff BTW Para. Â Hehe on the Anderson joke, I know where you're goin with that.. The ai view blocking works 85% of the time. If you are totally covered by grass/plants and havent fired (prone position tends to give better chances of concealment) I've had a group of 12 Vietcong guerillas walk past me column formation, there was only 7ft seperation. Â The flickering you talk of is taken care of. Â A simple parameter added to my Geo LODS fixed that!
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for sure Special thanks goes out to my Trident teammate SPK who has generously contributed his time to helping me out by making the cargo proxy for the chair, and a tip of the hat to CJ525 for suggestions. heres a short "off the editing floor" video clip of a chair that has the sit option. Â Doesn't represent the final result, definitley a work in progress.. and a nature video. sitting video nature video 1
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rodger dodger Was wondering if people will be able to live with no village objects in the public beta?  If not, it'll be a while more before public beta comes out...  I mean, people could just use another mod's  vietnam huts for missions and bear with me until v1.0 final:)? Need some authentic 60's pinups?   I'd say take your time if you can and add the village objects in. Hey Hawkins, I take it you have some vintage poster images;) Great I probably pm you later about that topic...  On the subject of the village objects, I am totally redoing all my village stuff to resemble reference material more.  For this reason, the beta wont have the village objects or it would be a while before I could get a beta out and I am really more interested in seeing how the island runs with different systems more at this point.  Heres a quick 3d render of a general purpose crate I made for the base.
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rodger dodger Was wondering if people will be able to live with no village objects in the public beta? If not, it'll be a while more before public beta comes out... I mean, people could just use another mod's vietnam huts for missions and bear with me until v1.0 final:)?
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Heres a pic of the general infantry living quarters in progress. Â Gonna add some posters and other crap nco living quarters - variant 2
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Sounds, interesting! Good suggestion, I'll have the regular pre-lived-in ones and then I'll just include a few empty sizes of bunker so that the mission maker can have more free reign over his base design.
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Thanks dude.  I'll probably just have the objects avaliable in binarized format for WrpTool.  On the subject of the base, I'll upload some pics of the base later on today... although  I'm sure that some people will be able to come up with some more creative layouts than I! Does that mean no objects in the editor? Please, no! I want to create my own bases using the editor and these bunkers! ok, i'll send it out cfg'd for mission then, cause there are certain advantages to having them in editor i guess:) However, I wouldn't really recommend building bases in editor at all.  Just placing objects in editor severely effects performance in-game as apposed to designing your base layout in WrpTool.  some of the stuctures have rather high point/face counts right now so me thinks it will get chuggy if ya build yer base in-game matey. Question:  Would people prefer preassembled, "lived in" bunkers with objects (beds and such) , or empty bunkers with all of the bunker accessories simply avaliable in the editor or WrpTool for the mission/map maker to use?
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thanks guys a quick pic of a bandage pouch
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Thanks again Loony, your constant words of encouragement feed the fires of motivation. hahahaha
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my main quibble with it is mainly the way they laid out controls/hotkeys for o2 and navigating 3dview... but I dont want to start a debate, and I didnt want to ruffle anyones feathers either when I made my statement.  I think if you've put in the time to learn o2 and get profficient with it then all the power to you!
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i think the "modelling" part of o2 is horrible. Â 3dStudio Max dominates for the simple reasons that you can learn to build semi-complex geometry alot quicker using 3dStudio Max, viewport controls are much easier to use, mapping is better, etc etc... besides, if the young inspiring model maker wants to model, 3dstudiomax can be used to create content for alot of games... Â where as if you concentrate on mastering o2, you'll be limited to being able to creat content for one game (excuse my ignorance if there's other games out there that use p3ds..and is mod friendly...)