BAZEF |
BAZEF |
Sep 11 2007, 19:59
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#1
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
To all regards, here I do work at the pack BAZEF, in connection with this did arise a question - who the thread of ruin did peck? standard to the new model it hangs without ceremony through [konfig], but here my to hang up in no way I can it can there the limitation of ranges or in the very model of ruins necessary that the additional to prescribe?
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Sep 11 2007, 20:36
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#2
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Very nice models, but that corrigated texture makes them look almost identical to the Mapfact Bracken, and, looking at the control tower it doesn't link up vertically too well.
But still, they are nice models. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Sep 11 2007, 20:43
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#3
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
I simply did not know as to place model strictly vertically, now all excellently
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Sep 11 2007, 21:22
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#4
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
I was refering to the way the seams on the texture can be seen. For example:
This texture is seemless: So when you put it next to itself, you can't see where the seems are: This texture isn't seemless: When put next to itself you can clearly see where the seems are: -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Sep 11 2007, 22:31
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#5
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Junior Member Group: Members Posts: 12 Joined: 13-November 06 Member No.: 143 |
this will be execellent for CTI
But did you ask permission from Mapfact for the textures? |
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Sep 11 2007, 23:51
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#6
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
yes it is a nice addon...work better on textures and Normal maps if you can!
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 12 2007, 05:15
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#7
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
I did ask not about the textures and about the ruins, there is to whom that to actually say?
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Sep 12 2007, 09:29
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#8
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, i like alot those objects, the walls, the radio/guard house with the ruins at it's side and the camo net... i miss things like the Mapfact Barracks 1.2
for the ArmA, those objects and structures look really great. Let's C ya -------------------- |
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Sep 12 2007, 10:09
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#9
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
this [addon] thought as addition to THE Barrachen; therefore in it these textures were used.I will try to remove the scrinshot of remaining models later
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Sep 12 2007, 19:02
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#10
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Well here the main gate and an angular tower
And still who knows as to make addon with the model of ruins? -------------------- |
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Sep 12 2007, 21:47
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#11
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Junior Member Group: Members Posts: 17 Joined: 14-July 07 From: Earth globe Member No.: 984 |
Yeah CTI needs this barracks addons.
-------------------- One cheering guy trying to get popularity to ArmA and playing with ur wonderful missions and addons
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Sep 13 2007, 14:51
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#12
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, i don't know anything about 3D modeling, so i can't help there; but i think that
that ramp in the main gate, may need a less angled ramp because the civilian vehicles sure that bust the carter againist it when they try to pass to the interior, even at 6mph. But still looking very good; those structures could make lots of missions look alot better, that damn CTI (that i hate & naever play...) CTF's... Coops... or those silly Berzerk slaughter maps. Really good job there, those structures look like as a damn must have. Let's C ya -------------------- |
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Sep 15 2007, 08:17
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#13
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Tried to make normal and specylar mapping while it turns out badly - structures look very dark , would not prevent help the expert.There can be it because of that that I used nVidia normal map tools instead of ATI, though at me ATI ? Linker Split, please help! create totur to use ATI normal map tools
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Sep 15 2007, 10:20
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#14
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Tried to make normal and specylar mapping while it turns out badly - structures look very dark , would not prevent help the expert.There can be it because of that that I used nVidia normal map tools instead of ATI, though at me ATI ? Linker Split, please help! create totur to use ATI normal map tools The problem is not how you create Normal maps, but parameters you set in the MAT editor... I'll give you the proper parameters to have a shining metal material: QUOTE set the VertexShader to NormalMap set the PixelShader to NormalMapSpecularDIMap set the ambient to (1, 1, 1, 1) set the diffuse to (1, 1, 1, 1) set the forced diffuse to (0.38, 0.38, 0.38, 1) set the emissive to (1, 1, 1, 1) set the specular to (1, 1, 1, 1) set the specular power to (58,4) set your default texture that you want to have Normal maps set your Normal map texture as stage1 set your Specular map texture as stage2 (if you don't know how to create one, see my tutorials) pay attention to have both NM and SM UV source set to tex Save it as your material file, apply it to your model, and try it ingame. If it doesn't work, give me the name of your textures (the default one, and both the NM and SM) I'll do it for you -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 15 2007, 18:17
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#15
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Oh and you should really ask for permission from the Mapfact guys.... head over to Mapfact.net
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Sep 15 2007, 18:29
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#16
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
I do not consider it necessary as has already discussed with their representative.Also what you at once all have clung to structures, same not release, and only sreens, I can in general it I shall not let out in general public?
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Sep 15 2007, 19:34
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#17
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
> 100kB
QUOTE §12) No images are to be posted in the English section that exceed 100kb's filesize. You may be post restricted after your first warning for failure to comply with this rule. This model will have a special chesspiece - chambers of supervision automatically will turn there-here, an opportunity to include a siren, still I think above a projector or like that Yes, nearly has not forgotten all of model as in the original will be in style woodland, desert, urban (snow) This post has been edited by -=engener=-: Jul 8 2008, 05:15
Reason for edit: hotlinked pic over 100kB
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Sep 16 2007, 09:13
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#18
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
to have Normal and Specular maps, I truly suggest you do download and read carefully these tutorials I made for dummies:
Material editor creating Normal and speculr Map if you follow these tuts, you will reach the goal -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 16 2007, 11:58
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#19
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
-=engener=-: Please do not hotlink screenshots exceeding 100kB
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Sep 16 2007, 12:46
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#20
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New Member Group: Members Posts: 6 Joined: 19-July 07 From: shady basement Member No.: 997 |
looking very good keep up the good work i was suprised that mapfact didn't make version of barracken for arma but now i can guess you beted them to th epunch!!!!by the way tthe boat houses look very interesting indeed
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