Jump to content

Uly

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Uly

  • Rank
    Rookie
  1. At least I think it's a bug. This was tested on 2 player coop in the Red Harvest campaign. I was playing as squad leader and had a teammate inside an LAV-25 with me. I turned out as gunner, and then he could turn out as well. The second I turned in, he was forced out of his turn out position and forced to look through that very small slit. : ) The second I turned out again, he could do the same. (Also. AI always turn their head out if they can, if you've turned your head out. The reason I turn myself out is pretty obvious, so I can have additional awareness at the cost of additional risk. I don't want the AI turning their foolish heads out as well so they can party with me up top. (Especially the gunner who in some cases can't fire if he's turned out.) It seems that if a superior is in the vehicle, you can only turn out if he is turned out. It makes for a clunky experience in the vehicle, coordinating when whatever fool has his head turned out. : ) Would be real nice if this was fixed. Or if there's a mod to bypass it.
  2. I read somewhere there was a mod that fixed the Turn Out bug in Hatched vehicles where if the AI is in command, or if you're playing multiplayer and a subordinate is in the vehicle, they can only turn out of the superior is turned out. Ideally, this would be fixed in a patch, but I've never seen BI acknowledge it, so I wouldn't mind turning to a mod in order to bypass it. If not, welp. : ) i tried
  3. @MehMan: there's a very strong difference between parallax mapping and normal mapping. (it's a lot more complex than this, i'm just explaining what you and I see.) The most noteable difference is that a parallax map can occlude parts of itself, whereas a normal map can only affect how something is lit. That's how you get those cool bullet decals in FEAR. : ) I'm not sure what you're stating exactly, but what is shown in the video is not parallax mapping in the traditional sense. Parallax mapping, like normal mapping, will only affect the surfacing of a shader, the silhouette for an object using Normal Mapping or Parallax Mapping will remain the same. (i didn't listen to the vid with audio and skipped around, so please forgive if i'm repeating information.) the shader that they were primarily showing off seems to be some really neat realtime displacement. Visually, it's very similar to what you'd see in Maya if you were using the effect. (Although it's jacked up so high in the vid it has a really bad look in places. Like most tech videos, it's over the top.) The mesh is subdivided (i donno what algorythm can reproduce it in realtime, but it seems to do a pretty neat job.) and then whatever provides the displacement data (likely a B&W image stored in the alpha channel of the normal map) in order to push the verts around on your newly subdivided mesh. You probably won't see this tech being used outside of a few super hardcore PC games (more or less how Crysis was billed) until the next generation of consoles comes around and developers can get a return on their investment for developing their engines with the technology in mind. Like any new graphical effect, it wouldn't exactly play too friendly on a game that wasn't built for it from the ground up. : ) But don't worry, just like with normal maps, in a good few years you'll see this stuff everywhere, including Bohemia's follow ups in the same timeframe. As for what it "tesselates" off, I'm not sure if I can make the leap in knowledge in stating what the proper term is, but in order to achieve the displacement effect they have, it's usually a black and white image with very soft details in order to avoid a noisy mess. This B&W image is probably stored in the alpha channel of a normal map, which will continue to provide the higher frequency, smaller details. You can probably find very similar assets if you dig around in ARMA2's art and look at what textures are being used for the concrete tiles used in some areas, if you wanted to check it out yourself. Exciting stuff! : ) hope to see it within 4 or 5 years. edit: (displacement maps look like this, you can see it doesn't contain a ridiculous level of detail. It's best at providing medium to large scale details at limited texture resolutions) http://www.zarria.net/nrmphoto/cross_DISPLACEMENT.jpg
  4. Hey guys, really like your guys modding community. I'm planning on playing through the Red Harvest campaign, and have collected a few nice mods from these forums over the last few days and was hoping I'd be able to play through the campaign on coop with their improvements. I read one little tidbit on a post, (cant find the thread again) that mentioned Red Harvest will ignore any mods whatsoever. I've tested it, and it seems to be the case, but I just wanted to double check, cause it'll bug the hell out of me otherwise. Is it possible to use mods, such as Sounds of War in the Red Harvest campaign in single player, or cooperative? Thanks! : ) keep up the good work BIS and cool mod peeps
×