Jump to content

daman3

Member
  • Content Count

    164
  • Joined

  • Last visited

  • Medals

Everything posted by daman3

  1. Hello, my suggestion is to get rid of the system of halving the damage a unit receives when prone. It sure makes sense when there is an explosion going off but when I only have small arms fire, it can take up to 4-7 hits to kill someone with a M16 or AK at 150+ meters, including several headshots. This is making ordinary soldiers to ubersoldiers. Here is a link to the issue: http://dev-heaven.net/issues/20441 Is this essential or do you think the developers should get rid of it?
  2. Hello everybody, I know the game is still in early development, but I think the whole game world is too cluttered with text-entries. The "change weapon loadout" is currently in the same action menu as the "get in as...", "climb up ladder..and more" actions. It would be nice to press a predefined button (like X) and a seperate menu appears, where you can preview in game time all loadouts before you apply them. (like in Crysis) I'm sure you are about to change this. In general I think an "action menu key" would do the game good. So instead of the menu, you have to press a simple button which is the same for all actions. For example "G" to get into a vehicle, but also use doors, or climb up ladders, like in other games. The argument that "what would you do if you want to search a ammobox and are standing next to a vehicle, so more than 1 action is in close proximity but there's only one key available" does not work, if it does take into account the view direction of the player. For example, the player is looking at the car, and the action button does the "get in" action, instead of searching the ammobox which is players view is not focused at. And last but not least: The red dot of the gun does simply look weird. If its not possible to add a true parallex free glass, at least try to add something like a new LOD called "Aim", so that when you are not aiming like in the picture, the red reticle does not appear. Greetings and post your opinions,
  3. Will you finally build the island in Visitor3 instead placing objects in the editor on an existing island? It would bring many advantages: Better AI pathfinding if made correctly AI recognizes cover Performance would increase a lot (old Conspiracies parts put the fps down, even on a good pc) Loading times decrease If you need help with building a costum island, There is a great step to step guide available, even in German.
  4. Hello, I've been working on some vehicles quite some time and figured out since I have made a lot stuff which shares the same theme, that I could make a WW2 Vehicle pack. Right now I am working on the german SDKFZ 222 and the only 4 times produced yet competent Maus. Some wip pictures: Maus Let me know if you are interested.
  5. I ask myself if BIS is at the secret Games Developer Conference in Cologne, from Monday to Wednesday and if they are holding any talks there. What do you think?
  6. I was looking at the screenhots of the game and ask myself one question: http://media.pcgamer.com/files/2011/08/Arma-3-4.jpg Why do the guns the rebels are holding look so new? In 2025, these guns are by all means not antique but you can picture that stuff like the FN 2000 and that other gun are most likely not produced in large numbers no more and especially the rebels are using used versions. For me, its an immersion killer to have guerillas fighting with weapons which look like they are coming brand new of the factory. I mean in most units, these guns look worse in 2011 already, since they are in everyday use and wear off. What do you think?
  7. Working on a low poly SDKFZ-222 at the moment
  8. daman3

    Vora_bat content theft

    The HMMWVs are most likely the same, the squarized is the one from NZDK. The triangulation comes from the fact, that he probably uses a directX 3d ripping tool, and took the model from a lower resolution lod. Since it takes the model directly out of the game and all game engines calculate triangulated models in the end (thats right, every square gets triangulated in the end), its no wonder his model is looking like that.
  9. Hello, Special Force Units have special weapons, don't you agree? Thats why you have to give this a shot! The Magpul_AK is a modified version of the AK74 capable of firing both, the standard 545x39 + the improved 7N24 (added in this modification) and the Vityaz SN is a 9mm ammunition spitting monster. Makes your unique units more unique with unique weapons. More versions (with aimpoints etc.) coming in the future! Download Link (click on spoiler) Uploaded with ImageShack.us
  10. Yes it is, the old gun updated and a new one added. The main focus lies on the new gun, the Magpul AK.
  11. Even in ArmA 2 you can have as many polygons as you want as you can work with proxies.
  12. Thats a lot of textures, wow but nice work.
  13. Part 1 of a revolver I am modeling. Uploaded with ImageShack.us
  14. daman3

    First PLA made ego-shooter

    Bet that the M16 is going to jam every 5 seconds and take 20 shots to kill anyone. I mean, after all its reflecting the "reality"
  15. daman3

    ArmA 2 site hacked

    Interesting.
  16. 11/16/2010 DaMan3 Stock AK's and M16's are a thing of the past. Special Forces Operators who join the SF to fight for their belief, too. Nowadays people rather have other things on mind while struggling to get even through the basic training: Getting their goals accomplished. In other words: Get access to the worlds most exclusive weapons. I plan to release an AK-C weaponpack in the future. An AK-C Rifle itself does not exist, but its basically a heavy modification of an AK-101 rifle. The point is, if you wanted to build this weapon, you could do this today, as all those parts are featured in real-life stores amd would fit on the actual weapon. Development speed is generally high, which doesn't mean anything. Your little friend won't let you down, go tell the world about your gun, and be envied by your local gun club. Really. Go tell them.
  17. daman3

    Project: AK-C

    I'm making small progress, its really little but things are moving. I modeled a front sight as well and I am now in the importing the textures phase. The diffuse is not finished as of now but the model is and the configuration to it as well. I might be making a "making of" video of the gun, so people can understand the progress and follow all the steps it takes, to create a functional game asset.
  18. Merry Christmas. Andy_Tyler asked me a simple question: "Daman3, I had the idea of starting a racing-league in the ArmA 2 & Operation Arrowhead games-would you be with me?" Story Addon describtion Download Link
  19. Today I worked on the gun a little, there is still a lot to do but as the old saying goes: Time goes on, and your work develops. Sorry for the dark renders on some monitors, light source wasn't finally set. Atm I'm working on reducing the power of the bump maps and the diffuse map in general.
  20. Correct, nice to see you have figured it out that I'm a fan of his weapons. Its not an excat recreation but I took some inspirations from him.
  21. Had a little time to work on my costumized AK lately. Nothing special. Still have an ultra long way to go with my working pace but this is to show that the project ain't on ice! And something for the old fashioned people:
  22. If you want to archieve models with large landscape while maintaining a relatively high polycount, there is one engine which I can recommend. Not only are the developers very friendly and kind people, this engine actually won awards and prizes (last was the European Innovative Games award under the category: Advancement Price T Innovative Technology). Actually there's more under the hood than fancy trailers. http://www.cloddy.com/index.php?option=com_content&view=article&id=56&Itemid=34
  23. Unlimited Detail is not the "Holy Grail in terms of Poly Handling" as many want to believe. Key people in the industry are aware of it since launch and except one "fancy" trailer they've shown nothing so far. They want to replace "Poly's" with "Voxel', without describing the downsides of their engine: Its not able to draw animations. Or in other words: Animations are not possible as of now. Look how still and static the whole scenery looks. They've yet to show a trailer with a full blown animated sequence. They haven't because they can't. (There is one trailer with an animated bird out there, but its so simple and lagging that I cannot even consider it as animation.)
  24. Cool, I hope its big enough for 10 Go-Karts, which is the standard for Kart races.
  25. Hi, I'm not too affine with configurations. That might be the reason why I ran into the following big problem: I was trying to include the function that if I shoot the tire of my vehicle, the tire is simulated "dead" and gets replaced with a damaged one. Kind of like the stock vehicles behave, if you shoot them at the wheels. I've been following Soul_Assassins tutorial up to this point. Unfortunately this doesn't work for me and I feel helpless after hours of problem finding and no solution in sight. I paste my model and configuration cfg below: config.cpp model.cfg Or here is an alternative pastebin link: http://pastebin.com/ae3qZnPd Any help is greatly appreciated!
×