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> BAZEF
-=engener=-
post Sep 11 2007, 19:59
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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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Who will guess as is deciphered BAZEF ?

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D@V£
post Sep 11 2007, 20:36
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Gee, I wish we had one of them doomsday machines.
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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. smile.gif


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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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-=engener=-
post Sep 11 2007, 20:43
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I simply did not know as to place model strictly vertically, now all excellently


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Who will guess as is deciphered BAZEF ?

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D@V£
post Sep 11 2007, 21:22
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Gee, I wish we had one of them doomsday machines.
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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:



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The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you hate me love me secretly fear that Mark is watching you while you sleep. secretly wish that Mark is watching you while you sleep.
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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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rundll.exe
post Sep 11 2007, 22:31
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this will be execellent for CTI smile.gif

But did you ask permission from Mapfact for the textures?
 
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Linker Split
post Sep 11 2007, 23:51
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literally the BIG BOSS of OFP
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yes it is a nice addon...work better on textures and Normal maps if you can! wink.gif


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-=engener=-
post Sep 12 2007, 05:15
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I did ask not about the textures and about the ruins, there is to whom that to actually say?


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Who will guess as is deciphered BAZEF ?

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wipman
post Sep 12 2007, 09:29
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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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-=engener=-
post Sep 12 2007, 10:09
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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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Who will guess as is deciphered BAZEF ?

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-=engener=-
post Sep 12 2007, 19:02
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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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Who will guess as is deciphered BAZEF ?

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mrjfin
post Sep 12 2007, 21:47
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Yeah CTI needs this barracks addons.


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wipman
post Sep 13 2007, 14:51
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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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-=engener=-
post Sep 15 2007, 08:17
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Tried to make normal and specylar mapping while it turns out badly wacko.gif - structures look very dark ph34r.gif , 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 helpsos.gif


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Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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Linker Split
post Sep 15 2007, 10:20
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literally the BIG BOSS of OFP
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QUOTE(-=engener=- @ Sep 15 2007, 09:17) *
Tried to make normal and specylar mapping while it turns out badly wacko.gif - structures look very dark ph34r.gif , 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 helpsos.gif


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 wink.gif


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-->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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Deadeye
post Sep 15 2007, 18:17
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Oh and you should really ask for permission from the Mapfact guys.... head over to Mapfact.net


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-=engener=-
post Sep 15 2007, 18:29
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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?


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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-=engener=-
post Sep 15 2007, 19:34
Post #17


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> 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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Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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Linker Split
post Sep 16 2007, 09:13
Post #18


literally the BIG BOSS of OFP
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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 wink.gif


--------------------
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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Deadeye
post Sep 16 2007, 11:58
Post #19


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-=engener=-: Please do not hotlink screenshots exceeding 100kB wink.gif


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RAC_hammer
post Sep 16 2007, 12:46
Post #20


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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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