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luki

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Everything posted by luki

  1. For that reason alone it is worth to use them
  2. Looks amazing, keep it up
  3. luki

    The best 3D editor?

    X-Cam is dedicated to terrain builders but the possabilities are endless. Map Builder and X-Cam are for sure the best Object 3d Editors out there. If something like that is a problem then you should not start thinking about editing/modding in arma ;)
  4. luki

    building lod's

    You can always take a look at the sample models. 5 resolution lods should do the job. I keep the first lod around 15k polys and the last lod around 300 polys, depends on the building complexity. And keep your sections count low.
  5. luki

    New terrain reveal - Tanoa

    It looks beautifull . Great Music and Sound!
  6. luki

    New terrain reveal - Tanoa

    That's correct, but I just wanted point out that you could also get improvements in this part what might get handy in combination with the mid range. Actually not, it has been just a high res terrain, the engine lighting makes that shadows, the normal map details are only very tiny. Anyway, curious to see what they will show in a few hours
  7. luki

    New terrain reveal - Tanoa

    I wonder if they still still use the normal map and a more detailed terrain grid, at least with the nm you can add alot details in distance like pic
  8. luki

    New terrain reveal - Tanoa

    If the description is reliable So there will be several islands maby?
  9. luki

    New terrain reveal - Tanoa

    I see water reflection! :eek:
  10. luki

    Terrain Improvement (dev branch)

    I think that was alredy introduced, at least you have the possability to achive exact such effect.
  11. luki

    New terrain reveal - Tanoa

    Not much, as it is the steam arma api number. if its a hint then it would be a bit to easy right?
  12. Amazing work so far, especially the map tools are amazing, i love such small details. One small note, it would be nice to have the option to choose "no effect" in the "pain effect type settings".
  13. luki

    Poly Count

    The limit per object is around 20,000 Polys afaik. As usual try to keep it low as possible, use more polys where the player see more detail ect. For a weapon i would not go over 10,000. Always keep performance in mind, eg how many instances of the model will be present usualy.
  14. Good post @ Tonic You don't have an income just because you can sell your mods on steam workshop. For that it would need a completly different approach. I think it legitimate to think like this. Exactly, example xcam from silola, perfect working documented 3deditor for FREE ( i would pay for that 30€ withough questioning, same as i do with mikero tools). The fact is, at the moment the system like it is now with the workshop and skyrim won't work flawlessly and by far not with arma. I would never bother to make such and effort to put something in the workshop just to get a few cents.
  15. Nice to see new land with custom assests. Keep it up and dont forget to use www.x-cam-editor.de if you need some motivation ;)
  16. It is harde to judge what paid content can or will change. If there is a propper system that makes it possible i see no problem with it. I dont think thats the problem, a game asset is a complex thing by nature (lods, configs ect). Most of the work is happening outside the range of arma tools. It is exactly like this.
  17. My opinion is nobody creates assets for terrains, seeing all the terrains with the same objects over and over is just boring. I started making my own assests, buts thats a long process.
  18. Congratulation to the release :partytime:
  19. A masterpiece, nothing more to say!
  20. I think floppy asked that alredy several times and the answer is simply no, we dont want it, please respect that.
  21. luki

    Runway Tiles/Textures

    You can still use the same system as it was in ofp. Basically you just put a poly plane with a texture applied and some road properties. ArmA 3 is a mix of detail terrain textures (like concrete plates) some model and some seperate models (decals) for the runway markings. You could even use shapefiles. With separated markings you can save some unnecessary texture variations. For example on the xcam prototype i just used a detail terrain texture with no markings. Greetings
  22. I see that exactly as you, thanks for that post! Would love to see more support for modders, the time you have to spend on some stuff is just ridiculous and sometimes it's hard to continue. The Engine itself and what you can create and do with it is just amazing. ArmA3 looks sometimes photorealistic, models and textures are extremely detailed, terrain and vegetation the most natural and real one I ever saw in any game, amazing AI, almost endless editing possibilities.
  23. Intresting thread.... I'm modding in arma/ofp since more than 10 years, and i do it because i like it, its a hobby, its passion. I never asked for donations and always rejected them. On the other side im missing something like paid user content/dlc, i would pay without question for quality addons and support the original creator. Something in that direction is missing and in exchange we have thieves and people profit from others work far outside the arma boundaries. If BI don't provide some clever different way for mod distribution, i see no change in that. I think the competition made one thing clear, its a lot of work to mod for arma3 :)
  24. Nice map, i like the clutter and terrain detail. Performance is very nice, though there aren't that much objects on it. (50fps, with my crappy phenom2 x6 @ 2,8Ghz, ati hd5770, 8gig ram) I'm curious how the end product will run. I dislike the normal map, on such a map where you wont be in the air most of the time. I suggest use the ability to have more detail colors per grid. Maybe modify the water and shore behavior a bit, so it looks more like a river. The green color looks very strong sometimes, could use some slight desaturation. Keep it up i like such maps.
  25. Why dont you just use a invisible target like an empty heli h, give it a name and use it this way.. back in ofp that worked _camera camPrepareTarget [color="#008000"]nameofobject[/color]; https://community.bistudio.com/wiki/camPrepareTarget
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