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luki

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Posts posted by luki


  1. Tried Mudbox years ago but did not find it that usefull. Imoh were not at the point (yet) to do such detailed terrain stuff. Theres so many ways to do dem editing. In the end its about what you personally like most to work with.

     

    You can use globalmapper,l3dt,worldmachine,wilbur ect to convert to valid data.  Afaik mudbox can export to obj wich can be converted to elevation file formats.


  2. 5 hours ago, 4Chains said:

    It does weigh heavy on me that I can't pull off a like for like realness of Ukraine. I appreciate all the input. I'm going to continue on as is. If people are actually interested in modeling these buildings then I would do everything I could to support them but it's a very niche project and I highly doubt I'll find someone who would. 

     

    The lack of custom buildings  is sadly the biggest problem when it comes to specail themed terrains.

    Anyway, keep up with the amazing work, it looks beautifull!


  3. 3 hours ago, nikiforos said:

    Really not hyped with the 64 executable , 32 is far better at least for now.

     

     

    From a Terrain Builders and Pilot PoV im very happy for that, and how well the engine handles huge terrains now.

     

    Some tests with 8k heightfield  30x30km map with 3m cell grid and 40k viewdistance

    5734606FF66142BC12F5ABAEB83F01A8BCE1427F


     

    • Like 5

  4. On 10.1.2017 at 5:12 AM, YanYatCheng said:

    who's idea, to put a non concrete runway, without runway lights. And hills plus tall trees right on the two ends of the runway?? that really need to be re-mapped, it's 100% impossible to land on the main airport with a correct landing glide

     

    recommending a runway extension towards the sea, and remove all trees on the hill side at the end of the runway, and put landing lights and turn signal just like the old Hong Kong Kai Tak airport 

     

    Dont trust doctors!

    It was indeed a pure prototype to show off what can be done with xcam, nothing more. Don't expect any changes anymore, it was never meant to be a functional playground at all.

    • Like 3

  5.  

    7 hours ago, haleks said:

     

    That's not it. As Mondkalb said, the way this is suggested will lead to a lot of wasted efforts - map making is not the easiest part in modding, and it is very time consuming.

     

    Exactly this, why should i put effort in something what may never will be played.
    Such a project would make more sense with a Team who would like to actually build this specific terrain.


  6. I have always wondered why there is a minority that chooses to create custom structures

    Simple, its a pain in the ass!

     

    As for vegetation:

    This is a very difficult technical area to make, as you are fighting the engine on every bit. Random/Early LOD switching, simply bad or inferior LODs that are noticeable, the shaders themselves, differences between Buldozer preview and ingame preview just make the entire process very tedious and tiresome.

    There are indeed various tree-creation software packages out there, but those will only help you with the shape, not with the integration into the game.

    Again one must look at the "package size" to make this meaningful: 2-3 variants per tree, 3-4 different trees? Then what about shrubs, grass, flowers and rocks?

    Easily you reach another project scope worth years of time when done alone, including the research and "figuring out" phase.

    I can only underline this, the effort and time needed to create a usable amount of environment objects is huge, especially for the vegetation.

    One strong aspect of arma is its terrain and environment, without it, there is no place to use your m4s, t80 ect.

    So i hope and wish more people jump on the object train ;)

    Bi set the bar high when it comes to detail and polycount, i for myself tend to more performance and gameplay friendly objects.

    some old low poly tests

    2d0z53n.jpg

    2lo0xtj.jpg

    w8n9qx.jpg

    2jdgu88.jpg

    vo0v43.jpg

    • Like 6
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