Turbayne
-
Content Count
19 -
Joined
-
Last visited
-
Medals
Posts posted by Turbayne
-
-
This is how lasers should look:
yob78XCgBXE&start=13
Note the laser paints the target with a flaring blob, the beam is transparent and doesn't flare through empty air, visibility varies based on viewing angle and air particle density (smoke). The beam spreads a little so appears to maintain apparent thickness over distance from the emitter point of view.
Unfortunately none of this is modeled by OA:
r075XuhTZ0Y
The laser does not paint the target with a blob, the beam is opaque, flares through empty air and appears the same for all viewing angles. The beam maintains perfect thickness so shrinks rapidly into the distance from the perspective of the emitter. In addition they have finite length and stop abruptly, they move very robotically due to them exaggerating imperfections in the animation.
My suggestion would be to render the laser blob first and foremost, simulating the most important and useful part of the laser, and then consider adding a beam later, when it can be rendered in a way that doesn't compromise realism and visual aesthetics.
-
I've got to say, the customizable default view centre in FreeTrack comes in real handy. I like to set mine zoomed in a bit and off to the side when flanking, pointing in the direction of the enemy. Sometimes when I'm stealthy for any period of time I set it to default to a lean stance. Much more comfortable that way.
-
It kind of feels like the fairly strict moderation on here is all for nothing when this sort of sh#t can happen.
-
It may LOOK like an ah64, but it's going to handle just as badly as all the other helicopters.
-
It's like Battlefield 2 all over again (Special Forces, Euro Force, Armored Fury, Battelfield 2142, Northern Strike).
-
I am an ARMA fan however I am beginning to get the feeling BIS released ARMA2 to get cash to support development of their new sci fi game.I think it's the other way round, they're going to make cash on 'Carrier Command: Gaea Mission' to fund ARMA3.
-
There is approximation for clutter surrounding every unit affecting how well the AI can see it.Sounds like a role playing game. Roll the dice and pray you won't be sniped in a single shot.
-
Just looking at a few videos from OFP2: Dragon Rising for comparison: http://www.ofp2dr.com/videos
Seems like the drawing distance there for foliage is much longer there.
OFP2 allows grass to be turned off, so the whole thing is pretty null and void.
Until grass can be done properly, it should be optimized for practicality first and foremost and only then visual appeal.
A quick search reveals there are ways of rendering grass for all distances:
http://www.kevinboulanger.net/grass.html
BI went to great effort building natural trees and foliage for Arma2, hopefully they will next turn their attention towards grass.
-
I think short grass is the answer.Which is the way ArmA1 did it. Then BI decided they needed ArmA2 to look better so they greatly increased the height, density and complexity of grass, adding patches of high grass and the like. The end result is pure eye candy to sell the game, anyone actually playing it will immediately realize the grass is completely fubar.
-
Single player campaign as a German grunt in stalingrad.Holy sh*t! Finally!
-
one thing you can do is roll all over the grass like a damn fool for 5 minutes n ull get a semi flattened area.Like this?
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=kJBKyTfCjCc&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=kJBKyTfCjCc&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
-
Auto-rotation is normally about descending as quickly as possible, using no collective, while maintaining forward movement, then at the last minute applying high collective to bite into the air and slow descent. In this sort of qausi-sim however anything goes.
-
Trying to grandfather it into our current interfaceTrackIR 2 cameras still work with OptiTrack so there is no reason why they shouldn't work with TrackIR software as well.
TrackIR 2 used a significantly different API than TrackIR 3, 4, and 5. It was inferior in many ways, probably primarily in ease of developer implementation.It doesn't take much detective work to find out the real reasons for the different API. The difference is clearly not significant nor an improvement for ease of developer implementation.
-
+1
I've got a webcam and want to use it in Arma2.
Tank speed
in ARMA 2 & OA - SUGGESTIONS
Posted
At least it's not as bad as this:
fee7BCEectM