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tinemem

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Everything posted by tinemem

  1. these are based on the bis vests released on public license from baf. they're not straight ports, since they're heavily modified to the standard of a3, including updated rigging, weights, and positioning to better fit the models. i originally designed them for use with the oa coverall since it has a larger waist and required a thicker vest model, but they work well on almost all other combatant models. they're a little too big on civilians. as far as i know these are the first arma 3 mods to eschew shadow volumes completely, and to only use shadow mapping. i'm trying to popularize that method so future mods will all have this superior form of shadow rendering. i include the mlod so modders can study my named properties section to learn about shadows. current wip release featuring beta version of the osprey as mlods to give users option to edit it to version without shemagh or do other edits and improvements. config files already properly set up in folder, the class name is "osprey_shemagh": http://www.gamefront.com/files/23954491/osprey_shemagh.rar teaser:
  2. goal is to add extra civilian types to arma 3 standards. public project with mlods. contributors are recommended to download the a3 character sample and use that as a template to fit ported characters because the weighing and body positions/size are a little different. you cannot simply copy and paste. arma 2 characters mlods are more slouched in oxygen compared to arma 3.
  3. what's the point of releasing the tools on steam if they're absolutely useless? the buldozer viewer isn't available on the steam version. you cannot preview your work. copying them to the folder, and then setting the viewer to it doesn't work either. seems it's hardcoded to read from p is this another one of bis's trademark oversights or am i doing something wrong?
  4. tinemem

    Stencil shadows vs Shadow Maps

    there are still methods available i haven't tried yet. this one detailed by armored sheep involves alpha mapped textures that can generate much more detailed shadows for small objects. it uses the named property "sbsource=explicit" with a special shadow lod that uses alpha textures. i found no documentation except for this quote by armored sheep: although promising at first, one realizes that the low details of the shadow lod means no matter how high resolution the textures are, it'll be corrupted by the low detail of the shadow lod, unless you are able to use a shadow lod with the same detail as a visual lod and enable "lodnoshadows=0". but i suspect there's a hardcode limit to the poly count of shadow lods.
  5. it's in the stencil shadows vs shadow mapping thread. and i agree, i did go full elitist there, but it's intended as a "see, i can do it too" example. anyway, "BUT WE GETZ MORE UNITZ AND GUNZ" is not a good counter argument to why modding is not a panacea to the problems in this game.
  6. tinemem

    [wip] more civilian ports

    i'm trying to find a way to use the arma 2 female civilian animations. right now i changed armaman to armawoman, which was the classname they used for arma2, but it seems that no longer exists in arma 3, so in the game, it looks like this: i possibly need to manually add the bones inside the model.cfg file.
  7. tinemem

    [wip] more civilian ports

    if someone can figure out how to config female civilian bones, then i can important valerie and others.
  8. @ gnat, once you figured out how to increase multicore usage, enable proper culling of objects, and core improvements other than just a bunch of new vehicles, then you are justified in your self importance. until then, stay humble. i've already done more for the game in terms of new visual techniques and performance in the short time i've been here than your entire multi year modding career by creating shadow mapping demonstration pieces in mlod format. modders should stay humble, because in truth, there is a lot they cannot do. i've been a modder for many games, including here, so don't lecture me about how amazing modding in arma 3 is. it's still very restrictive due to engine limitations. and i shouldn't have to get warnings for saying this because of "buddy moderators". and i'm not going to report your post for telling me that i'm going to be banned because having class>being arrogant and self important. thanks. ---------- Post added at 21:28 ---------- Previous post was at 21:21 ---------- also, notice in the report box, it says it shouldn't used to harass posters, so i'm guessing the moderator will know what to do, right?
  9. poor or no culling method. even underground, objects affect framerates in arma 3.
  10. tinemem

    Zero/50% dual GPU usage!

    hate to break this to you, but this is normal for arma 3. it's using an outdated engine made when people didn't realize cpus could go up to 16 cores, and that gpus could be so powerful, so basically everything is being calculated on cpu, and it doesn't have proper multicore support, so if you have more than 2 cores and a good gpu, you're basically never going to harness that increased power. the only thing that will help in terms of modern hardware, is more ram and an ssd. those are universal traits that will benefit any application either modern or based on a decade old engine that received zero to little programing updates.
  11. tinemem

    Allow player to look over shoulder

    this is already in game. enable deadzone aiming(the only way real men play this game), twist your torso a little to the side, then freelook. voila, you're now looking almost directly behind you.
  12. tinemem

    Binoculars problem

    anyone know if there's a difference between raised and readied binocs? i looked at myself with command view and camera, but it seems there's no animated transition between just holding the binocs and looking through them.
  13. tinemem

    [wip] more civilian ports

    talibans would be highly desirable. i actually saw someone porting the takistani militiamen from oa recently. hopefully he can bring the complete faction over. i'm eyeing the priest and doctor, but they're just so damn outdated and would look out of place. some of the woodman and worker models are good though. one of the worker models is super detailed like they just put the high poly in game. it's interesting to browse through the public mlods. lots of good material to pick and choose. i especially like those earphone wires and tubes because i've been trying hard to weight those correctly, now i have a bunch of prerigged ones.
  14. tinemem

    [wip]updated vest mod

    just "prefershadowvolume=0" to switch from stencil to shadow mapping. it still uses shadow lods to draw the shadow. "sbsource=visual" works for some models, if you delete lodnoshadow=1 in each visual lod entry. and you don't need shadow lods with this method. but i found out if some models are too complex, it breaks, basically. this method can be used for vests, helmets, accessories, small stuff.
  15. nice. also *facepalm* what century are bis devs in? voted up.
  16. tinemem

    [wip]updated vest mod

    i think they use different uv layouts though. i generated a tan texture form the normal map, then texturized it for the fabric look, and contrasted it. some parts still need retexturing,but generally, i think it looks good. here's a screenshot:
  17. tinemem

    [wip]updated vest mod

    i changed the iotv to tan and retextured some parts, it looks fairly similar, but a high quality version would require more work with the shape. also, there are still weighing issues with iotv that need to be sorted.
  18. tinemem

    Stencil shadows vs Shadow Maps

    thanks, with the prefershadowvolume=0 setting, it actually defaults to stencil shadows in first person view. i tried changing this but it may be hardcoded.
  19. tinemem

    [wip]updated vest mod

    they were already rigged, i just needed to reposition them and then adjust some of the weights so the body doesn't clip through. i also needed to consolidate textures to minimize sections and save performance. i'm going to release both vests in mlod format so people can study it and make their own variations. shadow mapping is a technique where they use the generated z buffer or depth image of an object to calculate casting of shadows. intead of the shadow volume technique used by default, it is calculated by the gpu, taking strain off the cpu, and can do soft gradient shadow fading and transitions, whereas the shadow volume completely fails at this. i'm trying to popularize shadow mapping in arma 3 because it is a largely unused and undocumented technique, yet there is strong demand for it. it's as simple as adding a few values in the named properties under the geometry lod, but it has the potential to save performance and improve image quality.
  20. tinemem

    Space genre games

    either the space ship designs suck or the graphics suck or the gameplay sucks. i'm still waiting for the perfect space sim. and no, star citizens isn't it. you'd think with 35 mil they'd be able to design ships that don't look like they were designed by/for 10 year olds.
  21. depends on the map. penetration value for rocks and other solids might be incorrect in the unofficial ports of takistan, etc. i've had people nail me with rifle through a 10x5x5 feet piece of rock.
  22. tinemem

    Mask Issue (Need help!)

    your folder name is wrong
  23. tinemem

    problems with tools\sample models

    the texture issue is due to the model having a camo selection, delete the camo selection in oxygen 2. also, the imbedded to waist thing is due to wrongly named config file. either that or your auto center value in geometry lod is wrong. are you doing a takistani terrorist port?
  24. modders need to stay humble and not flatter themselves. the main reason being that they shouldn't give bis the impression that they can fix everything, because they can't.
  25. tinemem

    SOC WIP Thread

    ei8ght, whatever it is, it's in the game now:
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