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Posts posted by [aps]gnat
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K
Thanks for posting the fix
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Red Herring. Really believe LOD number is NOT directly related to distance.
In simple terms LODs are there to stop the game coming to a grinding holt when someone tried to have 5,000 vehicles in an Altis parking lot or runs the game on an old computer with low CPU power or MP gets a little lagged etc .......
To keep gameplay a little optimal The RV engine will regulate (in some unspecific way) which lod IT decides to display.
BTW, "Sections' seem to play a part too.
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A player or AI model? Sorry I do vehicles only, not sure if that's possible for a body model.
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Looks very nice ! GJ
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I haven't done the A3 moding/folder thing myself so can't help.
But are you running the arma3 exe as the viewer? If so you usually (for some ArmA2 patches) have to build new depbo'ed dta, bin and something else (sorry, can't remember) folders from the cored game, into your P: drive, to get Bulldozer working again.
..... Worried. Will the new, coming, ArmA3 tools install destroy my ArmA2 tool setup ....... REALLY hope not.
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You need a LOT more than that, and those extra LODs wont work. example the Fire Geometry LOD has to be simpler shapes and the Hitpoint LOD has only named vertexes in it.
Suggest you read or watched some tutorials (plenty here or in the ArmA2 Editing section), then try again.
EDIT ..... are you just wanting a very simple target box ?
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Inside the structure, the AI is burning its brain and tend to have weird behavior.Outside, it tend to avoid walking on it/near it.
Yep, my experience is AI either on foot or in vehicles freak out in, around and above layered structures.
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i've added the Physx Lods into my model ..... changed the simulation="ship" ..... Now i't working, i's swimming and moveable !!!!Its only moving because of simulation="ship"
The ArmA2 method
What Hatchet described is the PhysX / ArmA3 way, so you can use;
simulation = "shipX";
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....snip....Yeh, OK, reverse engineering again.
I had stupidly hoped a BI rep had updated a BIKI somewhere ..........
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Da12th beat me to it :)
The AllInOne config is your friend for this sort of thing ......
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I think the OP's idea is a good one. As long as there is a player controlled AI in the driver position, as they also mentioned. With that clause, I see no reason why any one should complain about realism. It would be exactly the same as now...except..your tank would actually go where you want it to..Amazing!Sounds like a good compromise for all, until you get people arguing about what they expect the AI to do .....
"The AI is STUPID!! The bastard won't let me drive over the top of the car/tree/bunker/chopper (etc) !!
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Thanks for the post Hatchet. Where did you find out the Geo number representing the buoyancy LOD?
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Pointless post you say? And my post back to you would be, don't knock ideas from the community.. Where someone doesn't have that list - especially new comers to the mod. It would be most appreciative to them to look up some of the different types of armor instead of case closed, type of thoughts. If a 3rd party wants to mod a vehicle and use it in the game those were some great ideas for someone to try out and expand.WTF ?! Seriously?
This is the Invasion44 thread, by the creators of the Mod, and you think its OK to drop by, drop a list of nearly every vehicle from WWII (including "Experimental vehicles" !! ), then ask if OTHER people have them ......... because I44 doesn't?
Take it elsewhere before people start swearing at you.
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Materials are defined in RVMAT files. The material (file) is assigned to faces within the face properties menu.
It can of corse be left blank.
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Awesome, the only thing is that the uniforms look like plastic. But i understand it's a WIP, hope you are gonna fix it. ;)No problem, changed.
New WIP pic :)
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Getting the i44 models & scripts ported to ArmA3 isn't very hard, but this typically doesn't take advantage of the new ArmA3 features. PhysX, new MP script commands for example.
Time and hard work only changes that.
Some models, textures & scripts are passable as is. Some will benefit enough from a few " touch-ups", but others have their roots still in OFP and will need to be replaced.
But .... it will always have to be a balance between resources available (like people) vs. time available.
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They are big files, you have to just wait for the save dialog.
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the vehicles worry me,i think with new standard set by A3 we have to wait years before obtain the mass of vehicles,tanks and planes present in A2 I44
LOL, 50,000 poly models with uber textures are nice for sure, but no substitute for variety and real gameplay.
Lovin the posts boys!
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I don't care, this would be a bunch of bull████ if it happened. Take it to a mod, I'll grab a pitchfork if it's brought to vanilla.Agree, and I'm not a "newcomer"
Mod it, fine, but there's no way this arcade stuff belongs in vanilla ArmA.
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Does that answer your question?
lol. Yes, well answered sir!
Thanks
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Looks great Feint. Well done.
Are us addon makers going to be able to add compatibility without creating dependency?
Or we're going to have to rely on you to add each and every addon to your revisions?
Worst case maybe addon makers can give their vehicle HRP by providing an optional PBO file?
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.... i am very disgusted.Well, we enjoy these SPAM-less forums.
..... and your question doesn't fit into ANY of the existing threads ?
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Seems like a "bait" post to me. And based on the other threads, by someone who's grumpy.
Not taking the bait
...... Off to play ArmA3 in a realistic terrain, not some Hollywood concoction.
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Lovely work Guy!
Building Performance Optimisation - LODs
in ARMA 3 - MODELLING - (O2)
Posted
......... You seem so confident, yet your quoting an OFP Biki ......