Vf-1S return |
Vf-1S return |
Mar 9 2011, 21:57
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#1
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New Member Group: Members Posts: 4 Joined: 7-April 08 Member No.: 2,889 |
Hello,
Some times ago, I created a Macross / Robotech addon (Wrongly named "Robotech Vf-1S", I know, I know ) on ArmA. I had lots of demands of fans to port this mod on ArmA2... but less time to do that... until now (clic on the picture to see it in high resolution). On top, is the original one made for ArmA On the bottom, is the new one As you can see, I've made some new textures. But that is not enough... I'm working on improving the sounds and fixing some bugs (like the shadows that do not cast on the body),... lot of work to do. More informations soon... Ghost. This post has been edited by Ghost.: Mar 9 2011, 22:07 |
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Mar 10 2011, 08:31
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#2
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New Member Group: Members Posts: 2 Joined: 10-March 11 Member No.: 8,841 |
Hello, Some times ago, I created a Macross / Robotech addon (Wrongly named "Robotech Vf-1S", I know, I know ) on ArmA. I had lots of demands of fans to port this mod on ArmA2... but less time to do that... until now (clic on the picture to see it in high resolution). On top, is the original one made for ArmA On the bottom, is the new one As you can see, I've made some new textures. But that is not enough... I'm working on improving the sounds and fixing some bugs (like the shadows that do not cast on the body),... lot of work to do. More informations soon... Ghost. Sweet! Great news! Would it be easy to include a model without the booster on the veritech? Crazy |
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Mar 13 2011, 05:12
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#3
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New Member Group: Members Posts: 1 Joined: 13-March 11 Member No.: 8,850 |
I have really been hoping for this too, can't wait for it to come out. And yeah if you could include one without a booster that would be awesome. But I guess that depends on how you modeled it, either way looking forward to release!
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Mar 13 2011, 19:27
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#4
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New Member Group: Members Posts: 4 Joined: 7-April 08 Member No.: 2,889 |
Hello,
To answer your question, the model has been modeled with the boosters (to have the boost mode and an ultimate weapon... and because I love this model in this version ). Removing them includes lot of 3D modifications, new textures, new animations, new scripts... So I've chosen to not modify the 3d model and keep in mind that it is a "simple" port, with enhancements. But currently I've 2 problems. Since my 1st post, I've try to find a solution on different forums, without success. I hope that I will find some help here. 1 - The shadows that do not cast on the body. I've found that it is because of a too large texture size (2048x2048). The quick solution is to reduce them and loose the current quality. If ArmAII does not support this size of texture, I should make a choice between Shadows and quality... 2 - "rpm" value that do not work with the animations. The only information I have, is that it can be fixed only by a patch from BIS. So, I try to find another alternative. The new "class sounds" configuration uses "thrust factor" and "rpm factor". Maybe that they can be adapted in a script, but I dont' not how to. If someone can help me, he is welcome This post has been edited by Ghost.: Mar 13 2011, 19:29 |
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Mar 18 2011, 12:04
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#5
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New Member Group: Members Posts: 2 Joined: 10-March 11 Member No.: 8,841 |
Hello, To answer your question, the model has been modeled with the boosters (to have the boost mode and an ultimate weapon... and because I love this model in this version ). Removing them includes lot of 3D modifications, new textures, new animations, new scripts... So I've chosen to not modify the 3d model and keep in mind that it is a "simple" port, with enhancements. But currently I've 2 problems. Since my 1st post, I've try to find a solution on different forums, without success. I hope that I will find some help here. 1 - The shadows that do not cast on the body. I've found that it is because of a too large texture size (2048x2048). The quick solution is to reduce them and loose the current quality. If ArmAII does not support this size of texture, I should make a choice between Shadows and quality... 2 - "rpm" value that do not work with the animations. The only information I have, is that it can be fixed only by a patch from BIS. So, I try to find another alternative. The new "class sounds" configuration uses "thrust factor" and "rpm factor". Maybe that they can be adapted in a script, but I dont' not how to. If someone can help me, he is welcome Can't help you :-/ Though I can give you my input, and I believe the realistic feeling you get when having proper shadows, should outweigh the quality gain by the big texture. So I say, rather less detailed textures and proper shadows. :-) You are doing some amazing work ghost! |
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Mar 18 2011, 23:22
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#6
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New Member Group: Members Posts: 2 Joined: 16-April 10 Member No.: 7,472 |
Can't help you :-/ Though I can give you my input, and I believe the realistic feeling you get when having proper shadows, should outweigh the quality gain by the big texture. So I say, rather less detailed textures and proper shadows. :-) You are doing some amazing work ghost! I agree, go for the shadows. I think alot of folks will be happy that this is being updated and released and won't nit pick too much. It does not have to be perfect. Thanks again for all your hard work Ghost.. Really looking forward to this and have about 45% of my new video together that the VF-1 will make a big splash in toward the end. |
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Mar 19 2011, 21:16
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#7
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New Member Group: Members Posts: 4 Joined: 7-April 08 Member No.: 2,889 |
Understood...
But if I can have HD textures and shadows, it could be better, no ? I hope yes... because I've fixed the problem For anyone who have the same problem, here is the solution : Use TextView2 ! (I have used the paa plug, with default parameters. Size of the textures was strangely large) And now, you can see how it looks like ingame VF-1S for ArmA II (Test WIP) |
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Mar 26 2011, 12:12
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#8
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New Member Group: Members Posts: 2 Joined: 16-April 10 Member No.: 7,472 |
Understood... But if I can have HD textures and shadows, it could be better, no ? I hope yes... because I've fixed the problem For anyone who have the same problem, here is the solution : Use TextView2 ! (I have used the paa plug, with default parameters. Size of the textures was strangely large) And now, you can see how it looks like ingame VF-1S for ArmA II (Test WIP) Great work. The new sounds are much better as are the textures. It looks as though it is getting close to completion. I know I have already said this but it is worth repeating, thanks for taking up the project again. |
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May 28 2011, 21:41
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#9
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New Member Group: Members Posts: 4 Joined: 7-April 08 Member No.: 2,889 |
Hello,
Here is the last news about my addon. - A video (for those who have not already seen it) : Here ! - A picture : Differences may be not noticable, because the main work is not visual The good news, is that this mod is close to the release and might be compatible with all version of ArmA (Has been tested on ArmA CO and ArmA OA). |
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Lo-Fi Version | Time is now: 19th April 2024 - 12:30 |