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Totmacher

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Everything posted by Totmacher

  1. Totmacher

    LAG

    yea but that has something todo that you are or was a west based mod team and im in a east mod team. It is the normal east vs west conflict nothing else or personally . hehe sry i dont wont it. The problem is the topic title lag and lag has something to do with polys and textures (and some other things). You have problems in addon making tell us your problems and who can will help me too. I learnt all by myself. There was only one who learnt me the first steps in o2 was KK or Kambodsch.kampfsau the leader of the swissmod.here is a lil textur drawing tut for photoshop but this thread was for o2 or ? http://st.gaming-interactive.com/ ah why must all be so complicated. I waiting for a mod who move this thread in the o2 section .
  2. Totmacher

    LAG

    Haa i was right with the bas and vbs1 helo  . Sry the point is that some people say my polycount is to high (unplayable) but on the other hand they actually play with such poly addons without problems. I relised that people only have problems with too high poly addons if they know the count. If they dont know the count they dont have problems. Its a mysterios stupid phänomen. I mean is it forbitten for me RHS member to use a polycount that other Mod teams use ? My test environment is the same who all others can use bas weapons. Because the polycount is the same only texture resolution is a lil bit higher . But my test environment are all the standart ofp or opf islands with converted normal missions with my weapons ( at the same time i use soldier with 2048x2048 and 4096 x 4096 textures wich my gf2mx render down to 2048x2048). Or sefmade missions with a lot of bas addons (helos, units, weapons, and all other bas stuff), laser addons and a lot of other high poly addons. With a view distance 1250m i use a texture resolution from 1024x1024 that means all addons with higher textures are rendered down in realtime my weapons and soldiers are included. Screen resolution 1024x768. I know that are not all aspects of the adjustments you can make of ofp game engine. About bas weapons: This treath was for tutorials and the balancing of addons. Polycount and textures i use the bas weapons for example because they are often in use. The bas weapons are old thats right they was the first weapons with such good quality but now the weapons are old and i say bad because the weapons have room to optimize. Unused faces can be removed. And why has the pilot view of one or more weapons a lower count as the first resolution lod ? But the weapons are selfmade and not stealed imports from other games. And that is an achievement other must copy first times (this sentence is translated hope is understandable). But is it a secret or is it forbitten to show the polycount of bas addons ? With a personally opinion ? Sry nobody must justify in this thread and i dont mean it negative. I only would like to show people that they play with such high polycount i use. And again with the quality of bas weapons it is ony my opinion. My big mistake was that i told the polycount of my weapons if i never did that no one would ever get problems. I thought this thread is for beginners and other addon maker who can talk about balancing poly and textures but that is not true. I only see 2 solution 1. you dont tell the polycount and all are happy or 2. you lie with the polycount and all are happy. I see many people set the texture resolution to 4096x4096 why did they do this if they dont like addons with such resolution ?
  3. Totmacher

    LAG

    Polycounts Helos: bis uh60 1530 faces bas mh60k 6933 faces that is the count of 4 bis uh60 bas mh60l 5899 faces Weapons: bas m4acog in 0.350 lod : 1498 faces           0.700 lod : 1257 faces           1.500 lod :  687 faces bas m24sws 1348 bas m240B 1488 bas m249 in 0.350 lod : 2113 faces          pilot lod : 2110 faces why has the pilot view less faces everybody know the pilot view is the lod with the highest faces bas m249spw 2292 faces bas m249spws 1920 faces These weapons has a to high polycount for such bad quality. The weapons uses faces who no one will ever see, these can be removed. Everybody say the texture make a visual quality. Why has these weapons to high polys and to bad textures ? Where is the balance must anyone drop down the quality of other addons to use these bas addons ? Yes my weapon has polycount of 2117 faces in first lod but in the second 380 and than 223 and so on. You cant see a different of the distance by these lods in any aspect of the quality. And as i sad i think the weapons in 2048 or 1024 texture resolution will never be available. But this is the decision of the leaders. I made this weapons in this resolution and it is the easyest point to reduce the image resolution. About the polycount, it is nothing special you all play with addons in these counts but you dont know this or sometimes you all have addons with higher polys. And again i have 930 mhz gf2 mx 768 mb sd ram i have no big problems and no other addon loses any type of quality. @Offtime,.. nothing against you please understand me. But did you realy think i does not know what im talking about or that i dont know what im doing Did you realy think i make addons that i cant use or play with them because of to high lags. I downloaded addons i cant use the reason are bad processing to high polys or else or CTDs. And a little question at the end way has the basic bas helo and the vbs1 helo the same model i mean faces and so on are identically. And the black textures the same too greets Tot
  4. Totmacher

    LAG

    Yes the tut looks good . But its not intresting for me at this point . And i think it is better to describe how you get the bis textures and models loadet i mean if you edit a demo model how you can see this with textures and loaded proxys.
  5. Totmacher

    LAG

    @Offtime Hehe no thats not true i think you does not know what resolution lods are for example one weapon has a polycount from 2117 polys and a maximum texture resulotion from 2048x2048 so. My texture settings are 1024 because gf2 mx. If you are an officer in group of 12 man and you are in the middle of the group you will maximal see the left and the right soldier in the 2117 lod the other are to far away the engine will use the next lod with 380 faces and less texture resolution. But my experience shows mostly the left and the right solder uses the lower lods too that means the weapon my soldier have are the onlyone with the lod of the 2117 polycount. And i think the community will never get the 2048 texture version because peaple have fear but this is the decision of the mod leaders. But this is what i mean sure vbs1 dont have weapons with such high textures but soldier vehigles and many more. And you must know you all playing with weapons who have the same polycount but you doesnt know this  .
  6. Totmacher

    LAG

    Yea its a very good article but this is a bit too Teoretically. I mean every people has an other 3d card and every 3d card has its own render technic and whats with the memory, good high detail textures uses a lot of grafik memory the mashine can find and load it faster as many small textures but if you dont have enough memory you will get lags with high textures. But we all know what you mean . And your right o2 is a very powerfull tool very powerfull only the gizmo mapping part is a bit ahhh naa a bit stupid . I personally can not understand why someone uses 3ds max, cinema, maya, lightwave, softimage, g max or whatever to creating 3d models for ofp because o2 is very good in this point. And why have someone lags ? I mean every game is adjustable if a mashine cant handle for example 2048er textures dont set them, the same with the polycount. The model or addonmaker must only creat some good lods sometimes i see models without them. Everyone who see vbs1 say wow or i see threats about addon making with vbs1 quality. VBS1 has a higher polycount and texture resolution. But on the same time less objects on islands. people who talking about to high polys does not do that in these theats. Many would have the same quality as vbs1 have, but dont accept the polycount of such addons. Or use the old cwc soldier models and not the resi. Civilian models wich are the same as the vbs1 soldier models. My mashine has 930 mhz gf2mx 768 mb ram and i use weapons with 1024er and 2048er texture resolution with a polycount from 1100 to 3000 polys without problems because i have set the corect setting in the game sure i dont have 60 fps but 25 or 35 are ok. i notice many people who talking about lags or less fps has an activated 4xAA or higher wich i cant understand. In my opinion dont use addons your computer cant handle and dont use settings your computer cant handle and dont limitate us addon makers because its a limitation of ofp and ofp addon quality. You would like to have vbs1 quality ? Why has vbs1 a better quality ? Better engine ? No ! We have the possibility since OFP:Resistance and why dont we use them ? hope my english is readable .
  7. Totmacher

    SPC 6.8 and stuff

    Good use of textures bad use of polys and a lot to do. I like the pack and will use it if there are some changes like lods, faces and so on. But i wish to know if someone has bigger performance problems ? Because some RHS weapons has nearly the same polycount or lower. Oh and gordy play a bit with sharp and smooth edge under surfaces.
  8. Totmacher

    SPC 6.8 and stuff

    The Acog.p3d use a texture named gdym4\scope_flash.paa but i cant see the texture in the pbo file and your pbo name is gdy_m4 not gdym4. The same with eotech the texture path look like gdym4 but it must be gdy_m4 and the eotech use the scopw_flash.paa texture too but i cant see this one. But im not 100% sure my brain is not clear at this moment  You can save some faces if you remove all the one the player will never see.
  9. Totmacher

    SPC 6.8 and stuff

    hmm yes i see what you mean btw. nice polycount
  10. Totmacher

    SPC 6.8 and stuff

    It looks like bad beta testers . Hey cordy look in your config i have the feeling there is somethink wrong. modelOptics="\GDY_M4\M4carbine\Larue.p3d"; //But there is no Larure.p3d
  11. Totmacher

    Laser Sight

    @fallchild sry but this is not correct the green is not an texture. The fuzzy and all the other are textures or models but not the green colour .
  12. Totmacher

    Yipeee! German army to lift sex-ban

    Damn this come to late, my leader does not allowed me to sleep in the same tent with a girl in the hmm shit i dont know the word biwak in english  . But he cant stop the natural feelings from man and woman. He cannot be simultaneous everywhere .
  13. Totmacher

    Laser Sight

    Flashlights on soldier was possible from the beginning of operation flashpoint (Demo soldier). New nv was ever possible but only as replacments and/ or total conversation mod. it is not pissible to make new models in a single pbo without a total conversation or replacement because the nv are hardcoded. And weapons cant have Flashlights. You can add a transparent laser model on weapons so they look like an laser sight but you cant turn it on or off. And nobody has broken these limitations. But if im wrong please corect me.
  14. Totmacher

    WOODLAND US NAVY SEALs

    Yea i love hipoly stuff please tell me the polycount of the weapons and units,.. i only have 930 mhz and gf2mx and i play with weapons with a polycount from 1000 up to 3000 polys with hundrets of tanks and helos and so on and i have only small problems. And if someone say there are tausends of m4 out there than he has right its my point to but these weapons are selfmade and no ****ing, **** CS inports who everyone can do. @Drill Sergeant & Extraction please go the hideteil way it is the right way take a look to the vbs1 stuff many thinks are hideteil too there.
  15. Totmacher

    MMP update thread

    Haa damn can ebola finish the tiger and whats about the new german MG4 machinegun, anyone making this baby ?
  16. Totmacher

    S.T.A.L.K.E.R.: Oblivion Lost

    Stalker website: X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® 8 or higher compatible accelerator. General: Levels combining closed spaces as well as enormous open areas On demand loading makes it possible to create a single huge level Game time flow, change of time of the day Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters VR-Simulation engine optimized for massive load me: What does enormous open areas and a single huge level mean ? Have the ofp game ultra, mega,gigantical, enormus open areas ? I wish me this "Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters" for ofp2 mfg Tot
  17. Totmacher

    Convert bin to cpp

    The pbo is secured and i think it is not a good idea to depbo the file without permission from InQUisiToR. And at this point i cant help sry MAK-CS Â . @ Migebuff,.. Yes and that was the reason i add a preloader to the sig. I think the animation of the sig is more a problem for some CPU,s but i will change it tomorrow . BTW: Is it possible or allowed to split the sig in more files ?
  18. Totmacher

    Convert bin to cpp

    bin to cpp toll
  19. Totmacher

    Easy Texture change?

    @feersum.endjinn thx again. Its a very usefull tool. This is realy funny sometimes you got no working solution for a problem and sometimes you get 3 .
  20. Totmacher

    Easy Texture change?

    @Bullz_eye_on_my_back what a shame on me i doesnt know that thx
  21. Totmacher

    Easy Texture change?

    Thx vektorboson that was the last tool i missed for ofp editing. And NZXSHADOWS your way is not good you will lost named selections data or get wrong data and than you have a lot work to do to corect these mistakes.
  22. Totmacher

    Calling all addonmakers

    @CanadianTerror no pics on the page But they have a full to do list. Â good luck agentkiller12 Â
  23. Totmacher

    Binarized

    @ni-mh you have this problem because the conversion of some models will delete or change the named selections from the model in a wrong way the result is what you see. go here and download the sample model pack and take a look into the civilian modell to see the right seletion or use one of the demo modells @TheRedBaron like reador sad they should be smaller for example i have an weapon 1,21 MB after binarize this weapon the size was 493 kb.
  24. Totmacher

    Weapon placing problem

    Try this... add to property name autocenter value 0... but i dont know if this help.
  25. Totmacher

    Kavakac mod dead ?

    I think dutchsoldier means the mod who made this baby and a otherone posted on flashpoint.ru months ago from an ingame view. And i think that the mod has nothing to do with caucasus crises or im wrong.?
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