-martin-
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Everything posted by -martin-
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Thanks man, now I know everything I needed to know :smile:
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I have a AMD Phenom II x3 Black Edition @ 3.0GHz, your right you should have at least a dual core to play the game decently, but try to get a quad core or 3 core if you can. I get around 42 FPS in OA but it depends on the area I'm in and also on the amount of AI, vehicles etc... around me. But as you will find when you download some custom islands and addons you might get better or worse FPS, it depends. If I can give you a good tip: Put your shadow detail on normal because its not really that important like other things in the game such as texture and model detail so it might improve performance a bit.
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I have a nVidia GTS 250 and I play OA at 1680x1050 resolution, view distance is about 3000 meters and all the other settings are on high, I don't get any lag so I'm sure you won't get any with the GTX 470. You can find a comparison of my card and yours here: http://solidlystated.com/hardware/gts-250-vs-gtx-260-vs-gtx-470-evga-head-to-head/ as you see yours is much faster so I don't think you will even need to go SLI. Hope you enjoy the game
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Merry Christmas to everyone in this great community and also to BIS! I'm going to write my letter to Santa now, see you guys later
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Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello everyone! I would like to present you with a new version of the Mig-15 with new engine sounds (idle, full throttle, inside) and CAWS added (voice warning system). All the work in this update has been done by VictorFarbau. Change Log: Changes - New engine sounds (idle, full throttle, inside) - CAWS added (voice warning system) Changes to addon contents: - added CAWS scripts in \mig15bis\scripts - added new engine and CAWS sound files to \mig15bis\sound Changes to config.cpp - added CAWS sounds in CfgRadio - added engine sounds in sounds[] - added init line of CAWS in EventHandler init Video Download Link http://www.mediafire.com/?fmlrov8y4kv70oa Please mirror :smile: -
MAZ 537 + Trailer WIP
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sorry for not keeping this thread updated, but I'm busy with my bigger project, Taviana right now also Thorne who is helping me with this can't do any work on it right now. But we will finish this some time after the new year. Hmmm when I tried to open the link FireFox gave me the red "Reported Attack Page!" :omg: -
[WIP] Northern Takistan map (1670 sq km)
-martin- replied to digitalcenturion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This looks better then the original Takistan from BIS :biggrin: Good job man, I like the winding river idea -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Updates comming in a few days :smile: -
Damn man, you can probably store all the addons ever made for ArmA 2 in that PC's Ram.
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Damn I never saw anything like that on these forums, glad to hear your ok man, but that fire sure doesn't look like a gas explosion to me. And that's another reason to make backups :biggrin:
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[Island] NG-Studio present "Isola di Capraïa"
-martin- replied to Gamerz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks nice, it kind of reminds me of Malden and the CWC campaign from OFP. -
So mmm, hows this addon going, any new screenshots? (Sorry for the double post)
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[Island] NG-Studio present "Isola di Capraïa"
-martin- replied to Gamerz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Excellent island I must say, I can't find any other way to describe this, its remarkable, gonna download it for sure :smile: Btw, next time you make screenshots, please don't edit them in Photoshop like the first ones. -
MAZ 537 + Trailer WIP
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm currently working on the trailer model and there is still lots of scripting to be done so it doesn't work in game yet. If anyone has a script that can be used with this project please do send it to me and I will be able to release this faster. And yes we will be attach vehicles but not without fuel because you have to drive them on to the trailer :smile: -
MAZ 537 + Trailer WIP
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well if you guys don't like the stars so much I'll take them off. Can I at least keep the front one? :rolleyes: -
MAZ 537 + Trailer WIP
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Mmmm what's wrong with the red stars? It's a Soviet vehicle. If you take a look at this photograph of a Maz 537, you see that these stars are present on the real thing: http://www.russiantruck.co.uk/images/films/maz537-070906-05.JPG What does CoD have to do with this? -
I have to contact zGuba so we don't work on the same model and then release exactly the same thing.
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If you could convince the RHS team it would be great because it would take some work off me, if they would take on the MAZ just let me know :ok: Don't worry about it everything will be done.
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Hello, I would like to take on all of these unfinished vehicles :smile: But I can start working on them only after Christmas. Gonna send you a PM Jarinator90.
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There are low poly things that you can just copy paste in to a few Lods. But if you UV mapped the model mapping the Lods inst such a big deal, just UV map them using the same texture. Waiting for some new screenies :smile:
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Hmmm "swapping" the trees doesn't require changing the models them selves because you are using the original models I presume, so what would only have to be done is to change the textures on the models using hidden selections, this is possible to do with an add-on in editor but I'm not sure if it would be possible to do with objects on the actual island .wrp. The other method is, you don't actually see summer change in to autumn in 24 hours, unless you want to make time go fast in a cut scene or what ever so you can just start the cut scene on the original Chernarus, black the screen out, load part 2 of the cut scene on summer Chernarus and then just black the screen out again and continue with your cut scene.
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UV mapping with sketchup
-martin- replied to DarkLabor's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice, I hope you finish that, would make a cool addition to ArmA 2! -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They will be enterable but not in this beta because right now I have to focus on creating the actual island and getting all the buildings in to their right place, satellite and layer masks etc... This takes a long time so I don't want to waste any time by going in to building insides right now. But after I finish the beta I will definitely make most buildings enterable, also I want to see how the island performs on other computers. :smile: -
UV mapping with sketchup
-martin- replied to DarkLabor's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ah now I get it, before I read about the .zip and .dae thing so I was looking for a .dae to .3ds converter which I didn't find so I gave up. Thanks for the advice it will definitely come in handy in the future. Good luck with your tank addon, I'll keep an eye on it if you start a WIP thread. Thanks for the advice Orson, I'll have a look at this tomorrow Might make a video or pdf tutorial about it, if I have some spare time. -
Ah ok, I understand. No rush I didn't even finish the autumn version yet. Hehe, I hope it will fall soon in ArmA 2 as well