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LODU

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Everything posted by LODU

  1. Yesterday, a forum member named "andrewmarley", asked me by mail: The answer that I have made​​: Hello, No. Goodbye, Lodu. And today, here is the email he sent me back: I know there are emails exchanged in private, but my previous misadventures with the same pack had begun in the same way ...
  2. If I can give my point of view, without wanting to sound pretentious, I will complete the remarks on the Polycount, by adding those related to reducing the number of sections on models. Thus, the number of polygons in the first lod can be tempered by the use of a small number of textures and associated rvmat: ideally good models reduce by half with each new lod resolution and preferably it is better to changes in brightness on the SMDI texture to simulate the differences in materials, rather than making a new rvmat (when possible, of course ...). We must not forget that the Second World War is synonymous with having committed a lot of fighting men and materials at the same time. To get to reproduce this, it is better to optimize a maximum. It is my opinion, of course ... and I will gladly share;)
  3. I do not have the time to create specific characters, but I can give you one or two models that I made ​​for my pleasure and that match the japanese army in 1944. With a little work, you must be able to transform all in your own characters. They have 5 lods and deform perfectly. Contact me by pm, for the future, if you agree. Regards.
  4. LODU

    FBX to RTM converter

    I am very interested in your work: I am trying to learn blender for a short time and the new version looks very promising. In my case, but I must not be the only one I can not, for lack of sufficient experience, to test what you are talking about the FBX conversion to RTM. But when I have a better level on this software, I intend to use a module that will allow me to convert animations made in rtm format (animals, mostly). I think you're doing a great job and it would be a shame to stop you just because, apparently, few people take the time to answer you. I know two people who use your work on the French forums. But they necessarily do not post here due to lack of experience on blender, like me, or poor command of English, like me). Thank you for your attention.
  5. It's up to you to inform them. As long as my work does not appear in your pack, I believe the problem is resolved.
  6. My message is very simple to understand and I thought it was understood: remove the 3d and the textures wich are mine. To be more clear, remove what is most apparent: the helmet and the helmet textures that come from my own work. The screens I posted in the link, however, are clear and there are comparisons with your examples posted on the forum: to deny the obvious, like you do here or on the forum Sarmat is not correct. I can not be clearer ... Also, I'm not going to spend the year to repeat the same thing every five minutes. This is a work I do with my mind and my hands and this work is mine and because it is mine, I do what I want with it: is so hard to understand? You make your own helmet, your own textures and you put your pack to download even on Mars, if you wish.
  7. Here are the elements of comparison and I will let you assess the situation ... The 3d was taken from my models is undeniable and texture as when radio and other equipment, I can not but doubt their provenance ... http://dl.free.fr/tz5vXpdAa lodu ---------- Post added at 01:56 PM ---------- Previous post was at 01:41 PM ---------- In the mail I exchanged with you in early December 2009, I wondered how you could find yourself in possession of my 3d format MLOD, while PBO was binarized? I am still awaiting the answer to this question. ---------- Post added at 02:33 PM ---------- Previous post was at 01:56 PM ---------- I appeal to the moderators for action. Thank you.
  8. Sorry if I break the mood, but some textures and 3d are my own and I have not given permission to use them. These are the textures named "Kaska" in the pbo decompressed "\ brit1 \ characters4", and that the "\ brit1 \ characters14" named "Kaska ms. When we compared with that in the pbo "76_VDV" named "casque", release in the «***studio alpha***» for arma first, we find that the same has been slightly retouched. In addition, the 3d helmets and parts of the R159 Radio, also from my work: the antenna is bent in exactly the same way, etc., etc.. I exchanged emails with Smerch on this subject, dated December 4, 2009 and I realize that this did not help. On their site, we can see that my work on the helmet in particular, is taken by Sarmat. Texture helmet (addon maker citizensnip), is shown by the middle of the page : http://arma.at.ua/forum/11-2861-7 On the other hand, that everything is clear, this is not "Ghillie sniper (standalone) Author: Mr. Burns," but more precisely, the addon maker Lodu made the 3d foliage added to the figure for it looks like a sniper ghillie and this work has been done for the French mod XAM in early arma. Snake 22000 will remember ... I can prove this with comparative screens, if necessary: the same that I sent to Smerch, and discovered in his new pbo. Lodu
  9. LODU

    An easy way to learn to model bodies???

    It is relatively easy to create new characters, from the model example of BIS, with or without body armor, with or without any equipment, with or without the base form. It suffices to retain only one thing : only the vertices move in the animation and it is only the vertices that deform the model. We must identify the different selections and make copy / pasted vertices which are nearer to the area we want to transform, either by adding or removing vertices. Then he must connect with additional vertices those of the original model and create faces or polygons. The color in shades of blue / purple vertices corresponds to the "weight" they are filled and which determines their deformation when animated. When all this is done with thought and logic, we end up with a model consistent with our original intention and that deforms just as gracefully when he is animated in game. Copies of vertices, keeping their information weight ... I made my VDV as armed assault and I realized my characters of the French army, for the mod FAFw, in arma2, in this way: I am so free to leave the model imposed by example from the developers. You can do the same, keeping constantly in mind during your manipulations, only the vertices are deformed during animation.
  10. LODU

    Driver/Cargo animations...

    I take back what I wrote on the previous post, since it does not interest one that raises questions ... And Merry Christmas, eh.
  11. manufacturers use humor without realizing it ...
  12. LODU

    Infantry Height Variation

    Try to resize the model skeleton arma 1, then make it a config with a different name, like "johndoeSkeleton", for example, and in O2, start an animation decompressed from "anims.pbo". To complete the manipulation, you must also resize an avatar of a soldier with the same values in x, y, z.
  13. LODU

    Driver/Cargo animations...

    You can make your animations with the skeleton of arma1 and in the config, implement the skeleton of ARMA2: who can do more can do less ... The main bone added in inverse kinematics, on the skeleton of ARMA2, correspond to those managing the facial expressions. Other bones are identical and can be moved, formatted in oxygen, with the submenu " Edit Local Axis "and then saved in file" RTM ", finally attached to a proxy.
  14. VDV of the ACE mod are my créations, 3D and textures.;)
  15. caesar is his name and yes, he will be present in the mod.
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