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jagheterjan

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Everything posted by jagheterjan

  1. jagheterjan

    BWMod

    Rate of fire - probably, I guess. I don't do configs so I can't give a definite answer. Picatinny rails - there are two in the 'Ergänzungssatz Optik/Optronik' which is what I'm doing. There definately won't be a full blown rails-on-any-surface version of the MG3 in the mod. It's merely a gap-filler while the MG5 is being finalised.
  2. jagheterjan

    BWMod

    Fennek and Dingo 2 are already in the works, but there's still quite a bit of work to do. Wolf is rather unlikely to ever get done, it just doesn't fit with the general scheme anymore. Maybe when everything else is done and out, I'll revisit my Enok LAPV mesh. But don't hold your breath for it. --- Like we say in Germany 'Pack Dir erstmal an die eigene Nase'. Look who's talking, Joerg. --- A little something to tide you over 'til the next update:
  3. jagheterjan

    BWMod

    Now btt please, everyone.
  4. jagheterjan

    BWMod

    PzH 2000 is on the list. Don't hold your breath for it tho.
  5. jagheterjan

    BWMod

    Not at this time. By 2020, all of them should've finally decomposed.
  6. jagheterjan

    BWMod

    Hej, constructive feedback is always welcomed! WRT to speculars - IIRC the specular maps in A3 currently only allow to control the power of specular highlights with the total range set in the RVMAT config. The colour of the highlights is set there as well. I could set up a bunch of RVMATs to control the speculars of different materials on a model, but that would quickly hammer performance on more complex assets. To be able to do more convincing speculars and still maintain a safe section count, I'd like to control the colour of the highlights via a RGB texture as well. Here's some background info about the rationale behind this: http://www.manufato.com/?p=902 You are aware that a Z Point is already present in the mod? Goes by the name of RSA-S - same thing, just a different name.
  7. jagheterjan

    BWMod

    @ Fabio_Chavez: We'll rather do our own Fennek, Leopard and Boxer meshes than trying to turn those abominations into proper BW equipment ;) The 'flat' speculars are a deliberate decision seeing how real world equipment that's been used for a while - possibly in a dusty environment - will be covered in dust which basically kills any specular highlight irl. Maybe when BIS finally allows texture-driven specular colors in RVMATs some day in the future, the spec maps will get overhauled.
  8. jagheterjan

    BWMod

    Not at this time.
  9. jagheterjan

    BWMod

    @ Scarecrow: The H&K 121 is certainly planned but on hold for the moment, just like the procurement of the real thing. There'll be a MG3 variant out soon to bridge that gap along with some other goodies that didn't make the deadline for the initial release.
  10. jagheterjan

    BWMod

    @ Bad Benson, Darkhorse: There are no ported assets that I'm aware of. We surely have no access to the stuff the old BWmod crew did and we wouldn't have much use for those either - most of the stuff the old team did is currently being replaced in real life by the stuff we're doing. Snorri who's helping us out with texturing was part of the old team though, so there's a wee bit of a connection between the old team and us. @ topas: Our focus is on Bundeswehr equipment that'll be in use around 2020. So most of the stuff we're building has made it well past the concept and prototype stages, ie is already fielded or about to enter service soonâ„¢. There might be at some point a few 'what if' assets of sorts in the mod but those are on the backburner for now. @ Corporal-Lib: The Typhoon made by RockApe of RKSL fame is stunning in A2 and will surely be rocking in A3. It even comes with German unit markings, so there is really little point in trying to do our own EF2000.
  11. jagheterjan

    US Military Mod (80s, 90s)

    Good stuff Hawk, I envy your perseverance!
  12. Hey, I think that this release is the most awesome and anticipated in quite a while.. i think most people who play ArmA II will agree with me. Grats Nod and Franze!
  13. jagheterjan

    Arma Memes...

    * disclaimer: post may contain sarcasm and/or irony. wearing of suitable protective wear is advised.
  14. jagheterjan

    Should Arma 3 open a hat store on steam?

    No. Just no.
  15. The BIS legal department's gonna be first in line to have a chat with him in any case.
  16. jagheterjan

    Debating on making a m40 mod

    You can get an upgrade license at about 50% of the full price or a Subscription contract which will set you back about 650 quid a year. This, or you buy a 2nd hand license off someone who got bent over by AD one too many times.
  17. jagheterjan

    8000 polys for an enterable log cabin

    8000 faces is pretty ok, modern GPUs can push many times that amount of geometry without any issues provided you keep the section count/textures size at reasonable levels.
  18. jagheterjan

    Where's the BETA

    Some people are on the development branch that got the beta a couple days ago. How to switch between the stable and dev branches from within the Steam client
  19. jagheterjan

    Invisible Model Through Glass

    What's the full name of the diffuse texture you use and does it have information in the alpha channel?
  20. jagheterjan

    ATF Dingo 2 GE A2 Sicherungsfahrzeug

    Nifty! This link helped me no end while doing the wheels for my own Dingo mesh - maybe you haven't found it yet: http://uni-mog.eu/Link/365_80_20xzl.pdf
  21. jagheterjan

    Mig-29 Fulcrum

    Yea, I was kind of thinking of something like that. For the final textures try to localise the info in the diffuse map more so it corresponds with the info present in the spec, normals and AO bakes - right now it looks you just randomly placed some blue and red splotches in there. Which is ok really since it's your work and you're the one who decides when to (or not) draw the line, but things could be even more visually appealing with a bit of extra work applied in the right spots. If you zipped the (ideally layered) texture file that you've got and PM'ed me that, I'd sit down over the weekend and sketch some ideas into them to get you a better picture of what I'm after. Contemporary war machinery are mostly dull greenish, yellowish or greyish blobs covered in dust and dirt with generally very little contrast in the diffuse and spec channels and only small details to create visual interest. While this is intended on the real thing, for a game asset (being an artist's work after all!) it's a bit of a buzzkill since replicating that look to it's fullest would essentially create a 3D asset that's well crafted but visually boring to most. I say it would really pay to try and work out the maximum possible texture info in all the small bits and bobs of bare metal, glass and plastic so they really pop when looking at the model and draw the eye a little more than they do on the real thing. Of course you'd still have to make sure it works as a camouflaged thingie, but having a bit of contrast or some extra specular highlighting here and there can do quite a bit for the overall result without making it implausible. Sorry for the pointless & unrelated rambling, had a long and tiring day at work and needed to vent somehow ;)
  22. jagheterjan

    Remove punishment for TK due to mines?

    Leave it up to the mission makers to deal with this on a per-mission basis. This way everyone gets catered for.
  23. jagheterjan

    Mig-29 Fulcrum

    Maybe try some subtle reds and blues on the bare metals to add some wear and stains from the heat. Plus, maybe add some aditional texture to the white stains on the insides of the burner cans if texel density allows. Some ref pics to illustrate what I'm all about: http://cdn-www.airliners.net/aviation-photos/photos/5/1/9/0671915.jpg http://www.fas.org/nuke/guide/russia/airdef/mig-29-992019b.jpg http://data3.primeportal.net/hangar/ulrich_wrede/mig-29_engine/images/mig-29_engine_21_of_22.jpg
  24. jagheterjan

    Shark Model for animators

    §19 is pretty clear in that regard. If it's not your creation, provide permission you have rights to the content or prepare to find yourself in hot water. Regarding that shark - it should be pretty obvious that the guy who uploaded it is not the author. Jaws Unleashed is a commercial title produced by Appaloosa and published by THQ, do you really think they'd upload their assets to a shady hoster like removed? Edit: Took a look around that site. There's exactly one mesh with reference to Jaws Unleashed on there and the guy who uploaded it even says it's ripped from Jaws Unleashed in the comments. How can you still pretend it's a legal download?
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