-
Content Count
234 -
Joined
-
Last visited
-
Medals
Posts posted by Heinrich Kramer
-
-
you can import the character example p3d from the sample files, it will be completely set up.
i use it as reference for uniforms and to copy the weights too
-
And this matters why?
because taking models from other people and pretending like they're yours is generally frowned upon and can get you a bad rep in this community.
not crediting the original author counts as "pretending they're yours"
- 5
-
@hololand: when you click on "export textures" you will find a configure button on the top left corner of the exporter window. there you can set up new presets
-
to be perfectly honest... i don't know. guaranteed 60+fps + PBR shaders so i can use substance painter the way it's meant to be without working around to create textures... could very well be possible that i would buy the "same game" twice.
still beats buying the same Call of Duty every year :D
but when they need to remake all assets they might as well just get a new setting going and call it Arma 4
- 4
-
Enfusion is written modular-ly from ground up. it also needs an environment to test it into, and what better place than DayZ development builds.
It is really unreasonable to believe that you can switch engines for a game released in 2013. The possible fuck-ups are really not worth the risks when talking about your flagship product
they could go the "remastered edition" way that has become the next big thing in the industry and make everyone hate them for that, though :868:
but yeah, afaik enfusion also uses PBR shading (or will) and i am not sure if classic spec-gloss will even be possible then anymore, which means every asset would need to be retextured and get completely new materials. that would be hella expensive.
- 1
-
Any there jungle Ai comments or experiences?
only a few tests in zeus so far
depending on the density of the jungle they only detected each other when between 60 and 20 meters distance to each other, the firefights where long and aggressive, lot's of suppressing fire and flanking maneuvers since they never really had good firing and overwatch positions and where constantly moving in on each other.
- 3
-
i'd have to double check that but the PIP eats a lot of performance on my system
and of course the hunter is driving pretty fast while i am way slower on foot. forgot to mention that
-
Hardware: I7 3770k @3,7ghz
nVidia Geforce GTX 980 TI
16 GB Corsair Snailspeed ram (699 mhz or something like that)
game is on a SSD (same as windows because SSDs were expensive back then)
Settings: everything Ultra, 150% multisampling, HBAO+ shader, SSAA very high, Caustics enabled and all that other jazz on very high at least.
3den/on foot:
Plain field or village: 70 fps
Forest: 45-50 fps
city: 38-40fps
in a hunter: field: 35 fps
forest: 28-32 fps
city: 30-20 fps
3 AI Squads fighting each other in the middle of a dense jungle: 20fps. totally worth it though :^)
-
It's still not working for me anyone else?
nothing
-
You can shoot out lights. It just takes too many rounds to do so.
you need to hit the pretty small light bulb, which is not visible in most street lanterns due to the glass they use.
-
I am using the Non-PBR Spec gloss shader with the following export options: https://i.imgur.com/cgnBO5F.png
i don't know how i would export a DT map or a Fresnel function, i'm using the arma 3 environment map in data_f. i guess for a macro map i would create a second setup where i basically export the diffuse channel to an ARGB channel but so far i didn't find the need to.
- 1
-
but I don't feel like writing lengthy documentation at this point, so I might just put it out there without documentation.
working exporter in itself is more important than the documentation, we'll figure it out one way or the other :-)
- 1
-
i just use the classname. there are usually enough classnames and that way you can easily reuse a loadout in case i want to have a military unit in which 2 soldiers of the same class have the same equipment.
i also have the loadouts in separate scripts to make management easier.
_class = typeof player; switch (_class) do { /*------------------- Blufor Regular -------------------*/ case "B_Soldier_SL_F": { execvm "Gear\blue_SL.sqf"; }; case "B_Soldier_TL_F": { execVM "Gear\blue_TL.sqf" }; case "B_Soldier_F": { execVM "Gear\blue_RF.sqf" }; };
The Script is executed in the initplayerlocal.sqf -
for "_i" from 1 to 3 do { [getPos aPos, EAST, 5] call BIS_fnc_spawnGroup }; //spawns the group 3 times
-
Texview uses the suffix of the file to determine how to convert it
like "MyTexture_co.paa" or "MyTexture_ca.paa" etc.
if you don'T have a suffix, for example when you try to convert a "mytexture.png" to a "mytexture.paa", the converter treats it as a color map without alpha channel (so a mytexture_co.paa)
you need to name the file according to these rules, for a semi-transparent texture you'll need the _ca suffix, which stands for "Color Alpha", Color map with Alpha channel.
a listing of suffixes can be found here: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
- 1
-
You can also use "delete Edge loops" to further reduce your polycount. that way you have more control over the topology than using "limited dissolve".
-
31? I don't think so. Certainly not in CoD :p.that's exactly the problem
you can have 30 very cool people and 1 idiot
the one idiot will make all those 30 people look bad
the endresult is "all gamers are entitled brats" wich is not too fair for the 30 people who aren't idiots
-
2727 hours, most of it playing around in the editor testing scripts and mods.
Online playtime maybe 500 to 600 hours. second game in my library has ~100 hours
-
simply ask a moderator :)
-
this sounds like steam messed up your install
let steam check your filecache and if this doesn't help, reinstall.
-
@Macser: Using the new Object Builder, all the faces faced downwards, so recalculating them once did it for me. Part of these Processes are still Black Magic to me, though.
@Alwarren: Upvoted your ticket.
-
Hiho, this time i don't want to report a bug, but a nice find.
we had the problem, that units with copied weights didn't get exportet.
after messing a bit around with it, i figured that the method seemed to be wrong, creating values blender wasn't able to handle.
when you set the method to "nearest vertex in face", blender copies the weight correctly and exports the model without major hiccups, although you should open them in Object builder and recalculate the normals (F5)
hope this works for all of you
-
Lighting ingame always looks different than the lighting in a 3D Program or in your case, Gimp.
the best way is to darken the texture a bit and desaturate also a little bit, to make it look a bit worn off.
it is basically trial and error, with some time you will know instinctively how much you need to darken to get the effect you want.
btw it is mostly too much colour information, instead of a too bright texture.
-
Since the new 1.24 Patch, ASR AI seems to crash the Client or Server on dedicated games, dependent where it is Local.
I don't know yet, if it is the ASR AI alone or another mod interferes too, but as soon as the AI switches to combat mode, it fires 2 or three times and then we get a Crash.
We tested it with a Zeus mission, where it first crashed the client, then, when the client gets disconnected the Server crashes too as soon as the AI gets local to the Server.
Distribution: 0
Version 1.24.125979
Fault time: 2014/07/15 20:57:53
Fault address: 01459926 01:004D8926 C:GameserverArma3EinsatzserverInstallDirectoryarma3server.exe
file: TestCSE5 (__cur_mp)
world: Chernarus
Prev. code bytes: 74 24 20 33 C0 57 8B F9 3B F0 74 73 8B 5C 24 2C
Fault code bytes: 3B 5F 30 7D 6A 8B 4C 24 28 89 44 24 0C 89 44 24
Registers:
EAX:00000000 EBX:00000000
ECX:00000038 EDX:00000000
ESI:1D818080 EDI:00000038
CS:EIP:0023:01459926
SS:ESP:002B:0062B90C EBP:0062DD5C
DS:002B ES:002B FS:0053 GS:002B
Flags:00210202
MfG SYSTEM
Possibility of a new render for Arma 3?
in ARMA 3 - GENERAL
Posted
> On a smaller scale, Squad is the superior game there.
no it's not, it's suffering from more problems than arma does at the moment, and that's even without the need for AI and a newer engine. Take a well made TVT mission and you can have 50vs50 player TVT session with 60fps. We've done it, so can anyone. All you need is someone who know's what they're doing designing the mission. Squad at the moment maxes out at 30fps even though there is nothing in it my hardware couldn't handle And you feel the slowdows way harder than in Arma, which is pretty forgiving when it comes to lower framerates, Squad starts microstuttering as soon as you drop below 50 fps.
Squads tactical Teamplay is the same as Armas tactical Teamplay on Public servers. it's extremely hit and miss, sometimes you're lucky and get a good team going, more often than not you're in a squad where nobody communicates, which is extremely frustrating.
Both games are highly dependent on their communities. In Arma, you need a clan to play with otherwise you won't get the organisation you need for big events and generally good teamplay. for Squad you have the same problems. Both games don't work well in public multiplayer, with the exception that arma is sandbox enough to create game modes that don't require tactical gameplay at all, for example Altis Life