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ag_smith

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Everything posted by ag_smith

  1. ag_smith

    OFP Navy

    Arghh, Gnat, please use sharp edges on the launcher thingy... it'll definitely be prettier than now.
  2. ag_smith

    Retextured Malden

    Damn! It looks stunning. Can I ask what's resolution of the textures used there?
  3. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    This is getting even more weird... I'll try looking into disabling shadow for track objects. Thanks for the tip.
  4. ag_smith

    Searching texturer

    RE to OFFTOPIC: Thx. It's actually Sako TRG-21. Back to topic: it's never to late to learn and become addonmaker/texturer and then become addicted to it.
  5. ag_smith

    Searching texturer

    I don't consider it spamming. Seriously, a year ago I couldn't texture sh*t. But I decided to 'get myself a rifle' and read through tons of texturing tutorials (there's a lot of good ones around, just have to look for them a little longer). I've also learnt a lot by looking at other people's psd files and examining how they're done. Maybe my current skills are not very high, but I'm proud of myself that I can draw a decent looking texture from scratch. For example, something like this.
  6. ag_smith

    AKMS in ofp

    But 2x 512 arent same size as 1x 1024 No... you need 4 512 texture files to fill a 1024 file... Yeah, that's what I meant. One 1024x1024 texture is better performance-wise than 4 512x512 textures and definitely better than a dozen of smaller ones covering the same area. Marss911, I can't see why the LODs would look better... maybe the resizing alghoritms in Photoshop are better than the ones used for mipmap generation but at the distance it shouldn't be noticable. Well, maybe when you guys release all those niceee inv44 models one day, I'll change my mind.
  7. ag_smith

    AKMS in ofp

    So it seems I still stand correct. Adding more low-res textures for farther LODs means only taking up more memory and this can only have negative effect on performance. Even though it may not be noticable with just a few small weapon textures, it's not a good practice to follow. Besides, if you look around, most quality weapon addons these days use equal ammount or even more textures (resolution-wise). You surely know about it, but let me remind that it's better to have one or 2 hi-res textures than a whole bunch of low-res ones.
  8. ag_smith

    AKMS in ofp

    A 1024X1024 texture on a lower poly lod? No thank you 1024X1024 may be ok for a view pilot lod and the 1st res lod, but after that you need to start slicing the texturesize. End up with something like 128X128 in the last lod. Slightly bigger download but far better performance. I think (though I'm not entirely positive about it) this is not correct. PAA/PAC textures have pre-calculated mip-maps. That means that at greater distances the lower resolution maps (128x128, 64x64 and so on down to 4x4pix) will be displayed instead. So creating several textures versions with various resolutions is nothing else than a waste of memory.
  9. ag_smith

    Addon Serial Database

    I'm not really sure if enforcing usage of automaticaly generated MD5 hash is such a good idea. I very often modify addons for my personal use (tweak, fix 'n' stuff) thus MD5 will change as well. Implementing MD5 checking on mission start would make me unable to do so. There should be at least an option to turn that feature off. Just my 2 cents. I hope I understand it right what you're trying to do.
  10. ag_smith

    Drago Island 2

    After our recent experience with railways on Lechistan map, I'd advise against railways. At least (if) until the lag problem gets solved.
  11. ag_smith

    AKMS in ofp

    5200 tris is like a little too much for OFP. You had better cut that by half and make good LODs, otherwise it's gonna lag the crap out of you. The render looks very nice, thou.
  12. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    It's in AGS Buildings Pack. Try to looking in ags_build/grnd/, there a couple different variations in that folder.
  13. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    Yeah, I thought about it. That's what I'm going to try out later tonight. Edit: can't clasify it as a road, though. This would cause AI cars to drive on the tracks. Edit2: tried the following so far: house - tracks work - lag bush - tracks don't work - no lag remove class property at all - tracks don't work - no lag
  14. ag_smith

    Su-33 Navalised Flanker

    Well, since it's only a couple of planes anyways, standarizing hook animation name sounds like the way to go, however this would require a script to recognize when the plane is on landing approach and then extend the hook automatically. Great plane btw, have I mentioned?
  15. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    Alright, after a lot of experimenting I have found out that once I remove class = house named property from the model, the lag is gone. However, as I said before, if I do that, the train scripting can't recognize track positions anymore. I assume nearestObject command requires that named property to be set in order to function properly... Any ideas?
  16. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    There's good news and there's bad news. I've found a walkaround for the AEF train-related lag problem. The bad news is that it renders the track useless, because the train will not follow the track anymore. The railoroads would be nothing more than an eyecandy. I'll try to see if I can fix that as well, but I'm running short of ideas. If any of you AEF guys read this and you want to help me with it, feel free to send me a PM. Edit: Sorry for posting twice in a row, but I though it might be worth bumping this topic so somebody actually reads this post.
  17. ag_smith

    Su-33 Navalised Flanker

    It just look weired, when you taxi and then launch from catapult with the extended hook... but what do I know...
  18. ag_smith

    Real life photography/photo editing

    shinRaiden, that's Virgin river gorge, right? Edit... nevermind, just read a few posts below. Silly me. PS. Awesome pictures, all.
  19. ag_smith

    Bahadur v1.9

    The palm trees and vegetation look nice, but the building textures could use some weathering and such...
  20. ag_smith

    FN SCAR and SHRIKE 5.56

    Do you guys really want the mod to come around here and get the topic locked? Because it looks like it, 2 pages of nothing but offtopic => you're just asking for it. Please, let's refrain from posting until Blackblood updates us on the current situation.
  21. ag_smith

    OFPL Lechistan, Object Pack i PKP 1.0

    Not, yet. I've spent only 20 minutes last night trying to solve it so far, though. Don't worry, I won't forget about it. I just have plenty of RL stuff keeping me busy ATM.
  22. ag_smith

    new DMA libya release date??

    When it's done? On a sidenote, it's almost done... Seriously, what kind of answer do you expect?
  23. ag_smith

    Admiral Kuznetsov CV - beta 1

    Well done, Gnat. It's been a long time we had to wait for a functional version of this addon and finally here it is. Thanks, bud.
  24. ag_smith

    FN SCAR and SHRIKE 5.56

    Haha! It always ends like that! The curse of revealing release dates!
  25. ag_smith

    Tiberian Genesis first release

    Rename flashpointbeta.exe to flashpointresistance.exe. Backup the old flashpointresistance.exe just in case (on the other hand, who's ever gonna need v.1.91 these days?).
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