sparky
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Everything posted by sparky
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driver on "tanks" with no turret
sparky replied to granQ's topic in ARMA : CONFIGS AND SCRIPTING (addons)
we face the same problem into our m113, where the driver isn't visible from 3rd person view, without turn out 1st. i'm not sure if it's something locked from the engine, but there something that troubles me. the line in the config. drivercompartments="Compartment1"; this line is somehow interesting to me, and i couldn't find it in the p3d, i need to investigate that maybe that is causing the driver locked inside and visible.... i don't know we need an answer to that. -
thanks all of you for your kind comments. here are some pictures demonstrating the M113A1(renders) with some info.
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HIGH RESOLUTION M113A1 roadblock HIGH RESOLUTION M113A1 roadblock 2 Addons Used HWM_Vehicles (unreleased) HWM_WEapons (unreleased) HAC_Hellenic Squad (released older version, not that appearing in images)
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Greek Modding Progress Report (HAC - HWM)
sparky replied to Αplion's topic in ARMA - ADDONS & MODS: DISCUSSION
since it's new stuff, topic edited and new topic created. -
here are some tips. 1st) try and check the normals 2nd) check the "lighning" box, both in Vertex properties "shift+E" and face properties "E" you should have it in normal for exterior models. 3rd)this green/blue colour confuse me a bit, did you try to apply a specular map??? if yes try remove it and see if it works without the specular map. 4th) how many lods does you model have? if you have only one and you see this problem from far but not from near, maybe is caused by the LOD bug, so try to have more lods than one. hope something form all these tips help a bit. P.S. pac format doesn't support Alpha channel, that's why it doesn't have isues with transparency. P.S.2. triangulation is the base component for all models a face at least has to have faces made by 3 vertexes, plus a lot of game engines in real time converting every model in triangulated faces. also by using trinagulated faces you avoid the issue of not seeing the face from some angles, especialy for organic models where the 4 vertexes are different in space position, there triangulation is a must.(that's a bit complicated to explain it). i found something about trinagulaton. this is from open gl redbook about triangulation see figure 2.4
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we experienced the same problem (in HWM mod), when we use textures that have alpha channel it seems that in ArmA look more like a bit transparent just like your image. we solve this by using paatool and the following options. -DestinationFormat DXT 5:5:5:1 -Mipmap filtering : Box -Sharpen effets :none. -Dithering : Unchecked -Np Alpha filtering : Checked. it seems in paa tool that the "No alpha filtering" checkbox is causing the problem. by not filtering your alpha channel the texture is correct compressed. anyway hope that helps.
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nice too see you back
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where is the OFP addon diversity?
sparky replied to Albert Schweitzer's topic in ARMA - ADDONS & MODS: DISCUSSION
@Albert Schweizer. I agree with you, community addons were in fact a whole new world inside OFP, but you have to be patient mostly cause ArmA is a new experience to search 1st and then develope, a few of us (addonmakers) are working on addons, most of the mod-teams are waiting for the tools. Although i agree 100% with raedor. the only thing that we can't do is BINARIZE our materials in rvmat format, and put the cfg model and skeleton in the p3d. therefore the most handy tool for me now will be the new binarize program, as for the O3 Â i expect nothing more, A 3D PROGRAM IS ALWAYS A 3D PROGRAM, i only wish of an exporter for 3ds max, or even better, UVW unwrapping fuctionality embedded. And offcourse a few sample models would be great (basically for characters). And off course there is and the island thing, in which i understand that BIS has made quite a lot of changes so we can't work wrp format with current tools. But if you search you'll see that vehicles/airplanes/helicopters etc, and off course buildings are appliable and can be 100% compatible to ArmA with NO new tool at all. You also have to think that OFP community was also blessed by the work of some teams which produced some really good OFP modding tools long before BIS released its own (Remember WRPEdit, WRPtool, and a bunch of other.....) so we're trying to do our best to create what we're able to create and have it 100% compatible with ArmA. so, wait a bit more, I bet in a few months you'll have what you're expecting. thanks. -
Well i have the saame problem ONLY in Sahrani. therefore i came to the conclusion that this is the GEOMETRY LOD, it seems that ArmA engine tries to fit the game to my pc specs and gives me the lower value. off course that's a BUG, we shouldn't have that on screen no matter what. my specs are: Intel PIV 3,2Ghz (Prescott)<---- I know this sucks 1GB RAM ASUS V6800 256MB RAM 2X160GB SATA HDD anyway, generally i noticed that most of the bugs are occuring in sahrani, maybe cause of the memory needs the engine to have the island plus the city objects (espeially for cities) where the polycount is growing fast. i hope bis to fix that bug, in next patch
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i'm not sure that this is a 1st April joke. since i got my Total War newsletter about this at 30/03/07 2 days ago
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Greek Modding Progress Report (HAC - HWM)
sparky replied to Αplion's topic in ARMA - ADDONS & MODS: DISCUSSION
in fact the leopard is 100% fuctionable in game..... the only thing that concerns us is the camo since it looks to dark, but probably we will fix it. high resolution version high resolution version high resolution version high resolution version -
Greek Modding Progress Report (HAC - HWM)
sparky replied to Αplion's topic in ARMA - ADDONS & MODS: DISCUSSION
@BadBrad: thank you for the comments, but greece is producing a version of HKG3A3 (EAS) under license, so we create the greek army hkg3a3... as far as the scope concerns, the sniper scope is the one found in original H&K manual, and we stick to it, off course we may add and a more advance one but for now this one is doing the job. @EricM: thank you for your comment, we liked the movie too. -
We are not going to release HKg3A3 seperaterely, but as a whole pack among with other things. Now we're working on an other project for our Mod, soon will make a photo release, and maybe a video too. As far as HKG3A3 we're going to make a HKG3A4 and HKG3A3 with a scope. stay tuned for our next update.... maybe next week
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how heavy is a model, is defined from the geometry LOD, according to the MASS you'll give. example a jeep has less mas than a Tank, etc. suppose you have your model. go to the geometry lOD, select your model, and you'll see at the bottom, that the MASS option is now enable. put a value, there. according to your value you'll see that some grey squares appear at the model corners. there is max value that you can put, but i don't remember it..... i suggest to study "BIS sample models, and take an idea of the values you can put.
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here are are some info about our 1st addon, as a combined team. Information: Polycount : 1750 (aprox) Textures : 1 texture (UVW mapped) Fuctionality : 100% working additional -We have managed to implement shadow (thanks to kegetys for his useful info about how to add shadow LOD) (see pics above) -Now we're working on specular and mip maps. For the future: More LODs to be added solve the reload animation problem (hidding the magazine when reloading). Model by Sparky Textures by Aplion Config Sparky/Aplion Soldiers in pic (Aplion's greek soldiers pack)
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Well, I think that most OFP funs, have disappointed from the fact that the game hasn't released worldwide (else in bigger regions) at the same time. Personally (i live in Greece 505 distribution Area) i didn't like that very much. In fact i was jealous cause (Czechs,Slovaks,Germans etc) could have their game before me!!! and that's the truth and it hurts too. Most of the people here that complain are people that the game hasn't released in their region yet. As far as the bugs, well the biggest thing that concerns me, is the game play issue (a lot of hardware needs), bugs can be fixed through patches, that's why they could them patches! Now about ArmA theme. i don't think that because ArmA is about America forces, doesn't mean that America has to have it first!! Let's face it, the only force nowdays that makes wars is US, and that sells!! Personally i don't like (games that are always about US troops, i'm sick of that), but for that the answer is mods, and hopefully, the community are working hard on that. Anyway, in total i think that it was the time for the game to be released, if it was bad or not BIS marketing, that's not our job. Just play the game (and mod it if you like), else don't buy it. I'LL BUY IT!
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Well somehow i have a feeling that Greece has its honour day today..... so here we are too, Hellenic Warfare Mod (HWM) now moves to ArmA, also we have renew our site, although is not 100% complete we have almost finnish it, and you're all welcome to come by ...HWM webpage here are some renders from our current work. ALL models are created in O2 from ZERO point, and then imported to Max for texturing.to maximize the compatibilty backwards to O2 again, there is no smooth/sharp edges, in the render images, images are as they are from O2, we're planning to have our 1st elease as soon as we have some tools inhand for propper importing/exporting in ArmA. more at our site
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well, this m113 is about 7000 polys , i agree with you that are alot, but not so much, if you consider the fact that has interior all in one, at least mu goal is to make it around 8000 polys with full accessible interior. anyway thanks for the hint. off course this is work in progress, it needs more till i get it release. PS. The screws aren't 3d, is texture with bump map.
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in \ArmA\Dta\BIN.pbo is the general config.bin file, if you depbo it, you see that lines class CfgFaceWounds { access = 1; wounds[] = {"xicht_a.paa", "xicht_a_zranen", "xicht_b.paa", "xicht_a_zranen", "xicht_c.paa", "xicht_a_zranen", ...........} }; each face textures comes as a pair. example xicht_a.paa with xicht_a_zranen the 1st one is the face and the 2nd one is the face with the wounds. try to paste that in yoiur units config changing the textures names, i suppose that the path will be automatically adjusted. I haven't test it and i don't know if it will work but you should try it, you have nothing to lose. P.S. for posts about addons you should use the corresponding category. Subforum for addons/mods making In that case maybe "config editing and scriprting" P.S. becarefull when you use the ubin tool, cause it seems that forgets the [] in arrays and as a result your get errors in game
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Today is a great day for our mod, we managed to import our 1st weapon into ArmA, although is a very early work, the weapon is playable. A lot of parts need to be modelled, and the weapon needs texturing, the texture here is for reference only. For our achievement we feel that we have to thank Jackal326, cause his effort shows us the way, of importing a eapon in ArmA is possible. p.S. The clip hasn't yet modelled that's why is missing here are some screens screen 01 screen 03 more to our site. HWM site some problems till now. is the fact that the model has no shadow, i suspect that this is cause of the file format. But we have to wait and see in future.
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if you see when you press the 'A' button, and after you have insert your texture and says 'null' that means that you have problem with your dll folder. 1) have you give O2 the correct path for dlls? (the correct path should be the O2 folder) go from o2 file->options and check the value of the DLL folder. 2)if yes and you continue having that problem then you can try to make a new folder somewhere in your HDD, and paste dlls from O2 and visitor and keep the newest ones. then give that folder path, as the dll folder in O2. (i tried that once and worked) hope that helps
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well in the video tutorial you gave me, the guy put a light in the scene. i suppose that this light is producing an artificial map, cause the shadows on the map are depending on the light spot. but i get your point, for small shading off course is really usefull. but please don't turn this thread into technicial discussion about texturing. I'll invite you or anybody else if you like to discuss this or anything else that has to do with the models through msn (mmstudiosnet@msn.com) , it will be better i think.
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i though that the 3ds file format triangulates the model, cause of the file format. but now i checked it and probably you're right, well i don't know how to use lighunwrap, and in fact i suite my self with 3dsmax, but thanks for the tip. @sniper skull Thanks a lot that tutorial was realy helping, i have it in mind, the only thing that i don't like as an idea, is the fact that i have a precalculated ligh in the texture, and i find it unrealistic.
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for now i do are only the basic )diffuse colour and the bump map). to tell you the truth, i haven't use that future before, although i have noticed it in the baking texture window. i'll try that in the future. when i have the most part off the m113 textured.
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i have already pm him, we already have arrange a meeting in next 3-4 days to talk about it.