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spookygnu

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Everything posted by spookygnu

  1. spookygnu

    RSO Buildings pack

    Never say never!
  2. spookygnu

    RSO Buildings pack

    Thanks dude. When you say ran through??? You didn't mean through a wall did you?? I hope not. Doors, breakable windows and operating shutters will be worked on. As well as ai pathing and various texures and uv's. Can you report the stair issue in the rso creations discussion thread please. What building it is and what occurs. Thanks.
  3. spookygnu

    RSO Creations

    Duplicated post for some reason
  4. spookygnu

    RSO Creations

    Ai pathing is on the list amongst animated doors, breakable windows etc. We wanted to get the builds to a state people could at least have some fun on them. Hence an alpha release atm. Bare in mind ai pathing will take testing and with that amount it could take time to get right.
  5. spookygnu

    RSO Buildings pack

    No only armaholic. Sammael can you discuss this elsewhere before it hijacks the thread. Read the armholic page and it will give you info on what they can be used for. Also if you wanna build a city with over 100000 objects you will need alot more than 70 different types of buildings. Trust me I KNOW! No we don't take requests. We have enough to do with the projecys we have on our plate right now. Modeling is not that hard really you could learn it. I did in six months.
  6. spookygnu

    RSO Buildings pack

    No only armaholic
  7. spookygnu

    RSO Buildings pack

    Have you read the armaholic page?
  8. spookygnu

    RSO Buildings pack

    All builds are enterable and only have one destruction model type at present. We are looking into those types for future updates. Bare with it for now please. Hadn't realised the first post should've said alpha release.
  9. spookygnu

    RSO Creations

    Its been news since opteryx released his source files. But that is the type reaction i like to see. Hope you enjoy it.
  10. spookygnu

    RSO Creations

    Post your feedback here please. Until we have finished everything, this thread will stay open.
  11. spookygnu

    RSO Creations

    Today is the day Armaverse. We are pleased to release the Alpha for the RSO Buildings pack.
  12. spookygnu

    RSO Creations

    Is that good enough for ya?
  13. spookygnu

    RSO Creations

    No. Don't be asking silly questions like that!
  14. spookygnu

    RSO Creations

    3 days left!
  15. there are some areas that are vegetated, but its not gunna anything like Stratis, Altis or Bornholm. Buildings occlude so you shouldn't have much of a big issue. The map is flat aswell, so terrain won't bother the FPS either.
  16. the only way you are really gunna see an adverse affect on the fps with the map is by having the map at least populated to about 75 %. Although the map is 15x15km squared there is no harm in you dropping you View distance for both the map and objects. So I don't see why it should be such a problem.
  17. spookygnu

    RSO Creations

    Update incoming. Mark one eyeball! This ones a goodey!
  18. ok, has Rebel put them into his map yet through TB yet?
  19. no I mean, to place them?? XCAM? Mapbuilder?? 3den??
  20. Donbass, what are you using to make these templates?
  21. spookygnu

    Terrain Textures only allows 4 colors.

    oh right! I thought it was actually within the params of the "xxxx X xxxx" px. Maybe that was where I was going wrong then.
  22. spookygnu

    Terrain Textures only allows 4 colors.

    SO the tile is the size of what you set in TB properties for your map. I think I understandd this right. My current map is 40960x40960 The tile size of that is reduced by 10 making it 4096, correct? So I then make a template in photoshop of squares that consist of 4096x4096px. this then houses a maximum of 6 colors within that tile. I also have to take into account how much I have stated for overlap, 16px, 32px, etc etc. I have been thinking about this for quite a while and if I get this right, my maps will look sooo much better with detail on the ground. If I am right the best way to think about doing this guys is to have a generic colour you use all the time on your map, like grass, or dirt. Dirt is probably best you can find this everywhere. Then all you need to think about is having five other colours to fill the tile. I'm thinking of doing a full layer in photoshop of dirt to cover the whole map, then with an added layer, using the template of tiles to fill in each tile with a maximum of five other colours. This way you can eventually fill your map with up to 30 or more textures, like Auss did on Australia. This is just me thinking about it theoretically, not actually applied this yet, but if anyone knows of a better way to apply the process, please chime in. I'd certainly like to know more.
  23. spookygnu

    Terrain Textures only allows 4 colors.

    I think maybe explaining how big a cell is might help. I'm still struggling to find out how to do this. I thought I had done it a while back but never succeeded due to me not knowing how to work out how big a cell actually is.
  24. I notice in the images that you have used one of the masks generated from TB. Can you import your own surface mask? Mine is 20480x20480. What's the size limitations on the images?
  25. I'd be very interedt in using it dude. Pm me.
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