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x3kj

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Posts posted by x3kj


  1. I don't see the point of manual cocking for automatic weapons. You hit reload, then you have to cock manually. Why? You always have to do it, it's part of the reloading procedure that you have to do anyway. There's no reason why you would want to delay it. And since weapons don't jam there's absolutely no reason why you would need to cock your weapon apart from reloading in this game (as gun safety is non existant). Its like pressing W to move your leg up in the Air, and then you have to push W again to put it on the ground to make a step. Or push a doorknob down and then having to push a hotkey again to open the door :j: And most modern automatic weapons have a boltcatch so the only time you actually have to cock is at mission begin.

    That's wasted development efford.

    If there was gun jaming or gun safety then yes - otherwise no, pointless.


  2. Something relevant to this discussion that really deserves careful consideration is Arma3's introduction of remotely controlled weapons systems and automated defense systems.

    I don't think there will be alot of remote guided weaponsystems that you can just "throw at the enemy" in normal MP non-coop missions. Because of that reason. Sure, the controller has an advantage over Mr. Footslogger. But so does a tank-commander. If somebody controls the weapon he is also completely vulnerable to attack if there is no one there to protect him -> additional forces required to secure the controllers location as well.

    In terms of multiplayer it doesn't count to kill the player controlling the vehicle that much anyway. You would get money for the shot down drone like any other vehicle. Or a vehicle killpoint or whatever score system you have (i sense a "oh noez, killcount/score!" rage coming in). Automated defences can be spotted from distance and destroyed like anything else.

    Last but not least - both sides can have them. I don't see a balance issue there.

    My only concern is, what will be in place to counteract Thermal

    That is only an issue between vehicles and infantry, since both sides will surely have it. I don't see a reason against smaller hand-held devices for infantry in this setting. AT guided weapons surely have thermal sights too.

    It's true that thermal gives you a huge advantage over anything without it. Day and Night. But oh-well, you wanted something realistic =P I have the feeling that it is a bit too effective though, the landscape background is too "cool" at day imo. That way every moving/living thing just pops right into your eye and says "shoot me". At daytime it should be harder to make out smaller targets by making the environment hotter (especially with that climate)- thats the biggest problem with thermal vision atm imo.

    I also hope that they make the vehicle textures for FLIR a bit better this time. It doesn't seem right that a tank or car is completely hot the same all around, making it so much easier to spot.


  3. I don't want to enter a room and find that i have not reloaded

    If you enter a room without having reloaded... you should blame yourself for that =P The animation ain Arma2 takes quite long, agreed (it looks arkward, and you can't move, thats the worst part of it). I'm not so sure how fast a Soldier with a normal loadout can pull his pistol with a rifle in their hand though. It still takes time, in the face of an enemy more then a feeled hour - like now. You still have to drop the rifle (let's assume you have a sling), reach for the holster, remove the lock (you don't want to be shot with your own gun, do you?) , pull it out and point in the right direction. Sounds easy, but with a weapon hanging loose on your front it gets in the way of your pistol and your arm. What i'm trying to say is that it may be faster in real life then atm in Arma2, but i don't think it is "much" faster. Feel free to correct me with special ops insight.


  4. The only "issue" setting up the keys (in general) is because the names of the controls in Arma2 are sometimes very similar, act almost the same or don't exactly do what their name suggests (not all of them of course). The group the controls are in also was sometimes not complete. E.g. i know i searched the push-for-view-zoom-in for Planes quite a long time, had to trial & error quite a bunch of control-options till i found the right one. It was not in the aircraft-controls section iirc. If i wouldn't have seen this control in usage on a Youtube vid i would still have to crawl into my screen to see the enemy pixel that is supposed to be the tank i want to shoot while using planes/helis =P


  5. TBH I don't think AI will be improved at all, even Ivan Buchta admitted in one video that they dumbed down AI's cover searching to allow them to keep up with the player.

    They "dumbed" it down so the AI can make effective decisions. What's the point in considering a wooden plank that lies flat on the ground as cover? That's what Arma 2 AI does. So how exactly is that "dumbing" it down? And that's exactly what they tried to improve according to the interview. If you can't interpret the answers the devs give you correctly you should stop posting :j:


  6. do people want to micro manage AI?

    The people that just want to shoot and pwn everything alone certainly don't want.

    And the AI controls are not really straight forward. How do you command a helicopter pilot around? You have to tell him to disembark in order to land, then order him back into the vehicle. If i wouldnt have watched a video tutorial on how to do that i wouldn't even known that you could get him to land at all.

    Also getting your AI to move like you want in urban territory is not easy. I order someone into a certain position, yet he walks to a completely different place. And finally, your AI refuses orders until it thinks that there are no enemys anymore. Having to wait 2min until the AI decides that it is now safe to enter your vehicle is just frustrating, nothing else.

    If i wasnt a fan of Arma's big sandbox openess thing and sim aspects i would have ditched it tbh. I'm a fan of sandbox/ open world games in general, the lack of guidance is what makes it interesting for me. For others that's completely the opposite, if no one tells them what to do,where to go, they are lost, and lose interest.


  7. Hi there, i've made myself some pics to help me remembering the range marks on the weapons i use the most. So i thought i could share them with you, perhaps you find them usefull. Rocketlaunchers have a damage value against armored targets for comparison.

    from left to right: ak107 PSO; Ak74 GP25; SVD&KSVK; All kinds of RPG;

    arma2_ak107_psoiok0.pngarma2_gp25_ak74cquc.pngarma2_svd_ksvkvqp8.pngarma2_rpg7_rpg18eowp.png

    Not so sure about the grenadelauncher thing, could be that it is screen resolution dependant. So perhaps 4:3 screens have a different setting. Some RPG Grenades have only one mark, that means they fly almost straight.

    from left to right: G36; M136 &SMAW

    arma2_g36nr7t.pngarma2_m136_smawcri6.png

    It's by no means complete, perhaps i'll do some more later. Blue lines indicate help-reference points. For example on the M136 you can use the lowpoly corners of the cylinder to guess range. Be advised that on larger ranges (~700+) it is not guaranteed to hit the target, because of bullet devitation. Especially when using normal assault rifles.

    I determined the marks with Kronzky's Moveable Target Range, a very usefull thing :)


  8. damn i'm so slow -.- anyway, i'll get there^^

    imperial guard vehicle wips

    trojwipzx8m.jpgartiwipoad2.jpgsalawipaby0.jpglemawip3bt3.jpgvanquiwipiy8r.jpg

    (from left to right - trojan, Medusa/Basilisk with closed hull, Salamander, Leman Russ, Leman Russ with Forgeworld turret)

    and an older render with some weapons

    http://www.abload.de/image.php?img=chimerav1ug10.jpg

    and some spacemarine wip stuff

    http://www.abload.de/image.php?img=vindiwip7ty3.jpg

    http://www.abload.de/image.php?img=reinforcedwipt990.jpg

    and an older render

    http://www.abload.de/image.php?img=rhinov1jczv.jpg

    My goal is to have all vehicles, variants and options that are based on chimera, leman russ, rhino and landraider hull before i start importing them into max to start with modelling/texturing


  9. And the backpack in it's current state. Still undecided on how to attach the bolt cutters properly.

    the "blade" should point upwards, if you but a strap between the two handgrips, it can't slip through. like that /°\ , ° resembling the strap or whatever you want to put inbetween and /\ the handgrips. I would put it in the middle of the backpack instead of the side.

    If it was smaller you could have just hooked it into the Mollewebbing, one loop for each handgrip.


  10. @Fennek. I know what your building, are they going to be in a mod or are they for something else?

    I want to model the basic stuff (selection of vehicles, infantry and handweapons for 2 opposing forces [chaos vs. imp] and some buildings like cathedral ruins and bunkers/trenches) first , which should take me a while, then i'll do the porting to whatever game is best suited for it. Arma II is atm the best suited imo, and i think it won't just drop dead like some other shortlivedmainstreamgames.

    Unless Arma III is ready until then :D

    @goobeard

    I suppose you can use photoshop brushes in zbrush too?

    I saw in a tutorial for mudbox how he used a brush that had lines/scratches (randomly) in one direction, then he switched on an option that your brush pattern follows your pulldirection. Don't find the vid anymore. It should be in one of the mudbox quickstart or groundup series


  11. You sort of can. It is called maya

    Sort of sounds like it it has disadvantages over inventor^^

    Never tried maya, although i own it (autodesk education suite). Doubt it has the advantages of a CAD program and a "common" 3d modeller (max in this case)

    Edit: the thread needs pictures...

    No quality yet but quantity

    upperarmorv1ueub.jpgrhinov1jczv.jpglrussv1yc3f.jpgchimerav1ug10.jpg

    last picture, right, down -> "free hand made", the rest is all with inventor


  12. yes textooz is a must have, used it since version 2.3 i think. As for modeling in inventor Im a bit skeptical. Parametric modelers like that usually don't transfer well into games, will not get good edge flows that are necessary.

    Yeah, it has it's disadvantages but it also has some advantages. Especially the feature if you change one dimension all geometry depending on it adjusts accordingly (if you did it right, can be a bit tricky sometimes) Sometimes i wish i could have a combination of inventor and max in one program^^

    Edgeflow depends on what you are doing. A little bit retouching is necessary in some cases. I want a 1:1 of the real models i have, that would be a pain in the backside to get that right in max imo.

    Just messing around with a velcro texture I just made, doesn't feel "fluffy" enough but it's getting there.

    Add a bit volume (push it outwards) to the velcro, that should do it. Do you think that it will make an impact on ingame-appearance? it's a very small part of the over all texture i mean.


  13. Yeah I finished modeling the sight, but it still needs to be optimized and uv'd. I just hate uving but I will eventually get to it this week.

    Ever heard of TexToolz? That is a very helpfull plugin for youuuuuveeeeee-ing ^^

    I don't like uvw's either but since i have this tool it's not that bad anymore. Consider it as advanced puzzling ;)

    No way i would ever do any hardsurface stuff in a sculpttool. Only texturing. Not sure if Zbrush allows subdividing via smoothing groups, that would make it a bit better, Mudbox doesn't...

    Atm i'm "modelling" my vehicles with Autodesk Inventor.


  14. oh dear, that's more "no" than i expected...

    regarding 2 and 3

    Can a gunner/commander have a periskop at one point, a weapon station at another point, both rotating around their own pivot? Could i place some props (without relevant function, like a tracking radar) that always points in the direction the gunner/commander looks?

    i have a vehicle that should have 2 seats and 3 independant weaponstations (a sponson left, right and one 360° platform in the middle) + passenger compartment . One crewman is the driver.

    If i would make 4 seats for the crewman (each weaponstation + driverstation), could i limit the active crew to 2 persons somehow? The gunner switches to 1 weaponstation , driver drives, weaponstation 2 and 3 are empty but locked for any further persons?

    Could passengers still enter/exit somehow?


  15. http://s1.postimage.org/xQEgA.png

    http://s1.postimage.org/xQGLJ.png

    some of my early attempts into pants.. Oh god. sculpting is fun ' date=' until you make a bad turn and then realize you have to go back so far just to undo it..[/quote']

    Looks like mudbox. That's what layers are for ;) They are really awesome, in my model i have a layer that adjusts the pant to the armor and if i don't need it i can just turn it of.

    Also - you can overdo it with the strength of your editing tool, because you can reduce the %, like with photoshop layers. Really nice for experimenting.

    Only pretty bad if you paint on the wrong layer or even on the basemesh without noticing... been there, done that :o

    What i did for trying to get the wrinkles right -> i dressed myself in army clothings :D Definitely the best way to see how they "work"

    I take it you are using mudbox? how does it compare to zbrush if you have used it?

    Didn't try zbrush, but i'd say for the "basic" stuff we do they should be equal.

    What i like about mudbox is that you can paint directly on a texture (means you don't need a highpoly model to texture) and can switch constantly to photoshop back and forward if you need it.

    So you can even import your tank and texture it with mudbox :chef: (don't try to subdivide it tho ^^)

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