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meshcarver

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Everything posted by meshcarver

  1. Fabio, this is great mate- keep it up please..! Is that the new Chernobyl map released a few days ago?
  2. Hey BusStopWilly..! These look f&*^g amazing mate..!!! Very high quality from those screenies and I really love the style too- it's good to be able to have this option in ARMA3 for some kickass units. :D Please keep going with these and finish the entire "package" man...
  3. @BusStopWilly- thanks very much mate! I'm working on a generic Brick Structure atm which again is modular, so expect to see it in many forms on the island..!!! ;)
  4. meshcarver

    MGS inspired PMC (Opfor)

    These are looking pretty damn cool man... :D
  5. Hi Mikkrish, Once you do make a thread, let me know where it is so I can put forward some suggestions! Here's one in the meantime: because of the new Physx, you could have things like the Poltergeist effects from Call Of Pripyat where the Controller/Iron Forest throws objects at you. ;) In ref to the Gasmask suggestion- I'm planning on eventually creating Modules etc to compliment the map itself, so things like Anomalies/Radiation pockets/Bio hazard etc. Ideally, these would be easily placable with editable settings per mission, like size, random etc. I plan on creating a huge area called Ashland (Thanks to Kyle!) where you'll more or less have to wear a gasmask the entire time you're in it- a very inhospitable place! Anyway, back to the next building, a sort of generic Empty Brick Warehouse, like in the Stalker games...
  6. Hi Fabio, Thanks man, first concise answer I've got and I'll give it a go tonight..! :)
  7. Hi guys, Sorry for question but is it possible to JUST get this so it's ONLY Chernarus map that you could port over and not all the A2 assets etc please? I just would like to have Cherno in my A3. Is this possible?
  8. Guys, I may be asking in the wrong thread, but is it possible to "port over" JUST Chernarus, and not any other asset like units/vehicles etc- JUST the map itself please? Plus, that is looking damn fine for such subtle tweaks Fabio..! ;)
  9. meshcarver

    Ladder bottom through terrain..?

    ...mmm, difficult one this, but surprised no-one has had experience of it before as you'd assume it'd be a regular thing. Thanks for your feedback Gnat.
  10. Hi guys, another quick one here. I'm modelling all my houses/structures so they have an extra 1 meter under their "ground level" for placement on inclines etc. I'm modelling one atm which has a ladder built into its outside wall that goes up into the attic area. Now, if I place this, and the bottom of the ladder does go about 1 meter "under" the terrain, will this affect the unit when he gets onto the ladder, like he'll momentarily disappear underground whilst he gets on or some thing..? Cheers for your help, Marc
  11. Hey, no problem man..! Already I see you're making progress..!!! That looks cool, and it's great to see you're going to be creating more content for the Stalker theme. As advice mate I'd really recommend you not waiting to start a thread- just start one now! It's a huge boost to your project as people will start to take notice which in turn will spurn you on to more and more ideas... ;) Anyway, if you do make a thread, PM me a link so I can keep watch- it's looking promising.
  12. Hello, @ Mikkrish- sounds like you're going to be producing a lot of STALKER inspired scripting which is fantastic, the more the better I say! I would recommend that you can keep us posted here about your project of course but it's probably much better for you if you started your own thread where you can soley go into complete detail about it and get direct feedback from the rest of us- plus it'll avoid confusion here in this thread. That way, you really get MASSIVE inspiration from peoples comments and advice as they discuss your work mate, it really helps (it is a huge source of motivation for me personally to see feedback). Either way, good luck with it and keep at it! :)
  13. meshcarver

    Rain

    I'll be doing my own rain fx for my Stalker island once the majority of it is done- unless BI is really well done...
  14. Hi chaps, as you can tell by the title, I've JUST about finished a fair sized enterable log cabin with an attic part too. Now, as the logs are rounded and there some separate cut out planks of wood to model into it, it's coming in at just over 8000 polygons. This buildings will feature perhaps in most villages/settlements with the other house types being around 5000/6000 polygons each too. At a guess, are these kind out poly counts quite acceptable..? Villages will have anywhere from 5 buildings to 30 for an idea. So in a nutshell, is 8000 polys unproblematic for a house gents? thanks, Marc
  15. meshcarver

    8000 polys for an enterable log cabin

    @ granQ, I've just posted a screenshot of the log cabin now mate... Head over to my thread or blog to check it out. ;) Hope you like it.
  16. Guys, quick question as I'd really love to get some feedback on this future issue: At some point, I'm going to be doing structures with lots of enterable rooms like multi storey blocks of flats etc.. now, because of the nature of ARMA and poly counts etc, would people prefer REALLY basic geometry for this type of building, or something a bit more elaborate but only have say 25% of rooms in said structure enterable, the rest being blocked off by wooden panels and concreted up etc you get my drift? I'm toying with either way upto now and can't seem to settle on which way to take this problem. Thanks for any input on this one. ps @ SQB-SMA, aye mate, I know about that method but unfortunately that also brings it's problems in the form of AI getting completely buggy when it goes "over" or inside said structure underground. Something to do with it not seeing the terrain under its feet and AI pathfinding- there's just too many cons atm mate sadly... :(
  17. Ahhh..! Lol, yes man, I'm giving each house/structure at least one meter of underground/terrain depth already. Just for the purposes of these WIP shots I'm cutting those parts off or all the houses would look too tall..! Thanks anyway guys! ;)
  18. Hi guys, Thanks for comments and advice..! @ AlexVestin, aye, I am completely envisaging these kind of cabins deep in the woods or out alone in the middle of a swamp in the mist! ;) @ metalcraze, I would LOVE to do extensive underground areas for this map, but until BI give out some solud evidence that tey're supporting underground properly, I will not be doing any. There'd be too many compromises to get it to work 100% and that would bring down the whole feel of the map imo mate... Fingers crossed BI support undergrounds though..!
  19. Hi again..! Damn, it's been awhile but at last I've finished this bloody log cabin- it's taken awhile as I've been getting back into the swing of things after 7 weeks back home, I've also been jet lagged, been ill (...twice the toilet fairy came visiting...) and basically because this is constructed of logs, there had to be a bit more planning and forethought so I can create modular variations on it further down the line- ie, make one with a "C" shape or another layout inside etc. Also because of ARMA unit animations windows and doors have to be of a certain height etc for vaulting out... you get the idea (Nightmare...). ;) Anyway, here's an external shot of the whole cabin: http://www.flickr.com/photos/86890612@N02/9140734379/in/photostream/ And here's a shot of close up detailing and a section of inside the cabin so you get an idea of the feel: http://www.flickr.com/photos/86890612@N02/9140737559/in/photostream/ As you can see, there's little things like missing floorboards but I try to be frugal with this side of things as I don't want to go mental poly count wise so as to keep it playable. All these little edges and planks will make it more immersive as they catch the light and shadows etc. Also, you'll be able to light fire in the houses fireplaces. Up the outside of the cabin, there's a simple wooden ladder to take you to the top floor (Well, attic area) where you can also look down into parts of the structure and open fire on any unsuspecting Stalkers..! Anyway, I hope you like this new cabin and apologies for not updating sooner but RL rules..! Oh, and I've changed my username here to "meshcarver" at last too, to avoid any confusion..!!! ;) Right, I'm gonna go get some beers in and chill out and watch some TV...
  20. meshcarver

    8000 polys for an enterable log cabin

    Thanks for the clarification jagheterjan, FYI, more or less each enterable house I make is 3000-8000 polygons, using 1 MultiMat (So one section) using all four texture "slots". Each of the 4 textures is 1024*2048. (With these texture sizes, I should point out I'm counting on these days most GFX cards have quite a load of video memory) Does that sound reasonable please, because I feel like I've hit a happy medium with that basic template..?
  21. meshcarver

    8000 polys for an enterable log cabin

    Hi granQ..! Hey thanks for your answer mate, and yes I intend to do LODS on all objects/buildings I create. I was just inquiring about the top LOD really, in regards to it being too much for a enterable house, one of many in villages, but mostly they'll be about 4000-6000 polys each overall the houses. As for sharing, damn it's a LONG way off yet mate as I'm doing an entire new map but we'll see in the long term lol..! ;)
  22. Hi guys, I'm going through lots of houses atm, modelling them so they're each quite different from each other for variations sake. Ideally, when it comes to placing them on my map, I'd love to be able to have separate "front porch" objects I could independently place in front of the entrance doors of SOME of the houses, again, for variation. If I modelled a porch onto every house, then every house would have one so that'd break down the variation. So what I'm thinking of doing would be to have say 10 houses, and 5 front porches in different styles (As they do in STALKER) so I'd end up with a lot of potential variations there mixing and matching them. Now, this isn't a problem in itself, but when it comes to roadwayLODs/geoLODS etc, I could see potential for AI screw ups..? Does anyone know, if I model a house with fine working AI pathing (roadwayLODS going into the house) and all working etc... if I placed a porch object (Almost like a little wooden entrance box over the front door area) against the house, could it potentially really mess up AI, like they'd get confused as to how to go into the house, as the porch object is blocking their view of the roadwayLOD 1? As an alternative, I could easily model two versions of each house, one with porch, the other without, but would this "doubling up" of assets be too much for a map to handle do you think..? I hope I've worded this correctly for you guys to understand, as I'm a tad jet lagged and also more than a little drunk lol..! ;) Anyway, good to be back here..!
  23. meshcarver

    Ladder bottom through terrain..?

    Hi alexboy, Thanks but don't think buildings have Land Contact, as they sometimes cut through terrain on an incline...
  24. Hey thanks for the feedback guys... I reckon I'll basically make about 15 different houses altogether and just have some with porches and some without... Saves time and potential mess ups.
  25. Hi all, For some of my houses, I'm using each of the four slots to be had with a Multi-Mat. Now if I added say a door to the house and put the door texture onto it's own "normal/standard" material would that sort of increase the FPS hit some? The only downside I can see is that the house would then require two drawcalls instead of one? Is that correct please? (And I can't really include the door texture to be in most of the Multi-Mats as they're all taken up by the house textures themselves fyi...) Thanks for any feedback about this, as I read/remember somewhere that by itself Multi-Mat is a great way to go, but once you add another Mat to its object it really takes a hit? Marc
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