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Author Topic: Developments votan  (Read 6149 times)

Major Pain

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Re: Developments votan
« Reply #30 on: January 29, 2010, 11:50:53 pm »

It's funny but after seeing that it reminds me of how many of thier props are recycled.  It looks alot like the newer Wraith rifles.  The model look great keep it up!
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A Serpent guard, a Horus guard, and a Setesh guard meet on a neutral planet. It is a tense moment. The Serpent guard's eyes glow. The Horus guard's beak glistens. The Setesh guard's nose drips...

votan

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Re: Developments votan
« Reply #31 on: April 10, 2010, 03:17:39 am »

This is my model of the ancient console. But at the O2 when you turn it is written is written and error "too many vertices"

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icewind.123

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Re: Developments votan
« Reply #32 on: April 10, 2010, 11:45:02 am »

Yep O2/ArmA doesn't like high poly models, the maximum to import is about 20.000 faces. But for it to be actually used as a prop you should aim for ~500 faces in the first LOD as consoles get placed alot and if they are all high poly it will screw up the fps.
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votan

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Re: Developments votan
« Reply #33 on: April 10, 2010, 11:54:10 am »

And how do I know how many faces in my model? And is it possible to deceive the O2 faces can be imported more than 20.000?
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icewind.123

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Re: Developments votan
« Reply #34 on: April 10, 2010, 08:06:49 pm »

I'm not using an external 3d app besides blender but in any 3d app there should be an option to check the poly/face count hidden somewhere, I would google for [Name of your program]+Check polygon count.

No, O2 can't be tricked, only if you reach a certain polygon treshold it will import the model.

You could split the model up into several models in your 3d program (thats how BIS created the aircraft carrier) and set the console in place by using the split-up parts, but I don't recommend that. As said, it will have a heavy effect on FPS.

You're best on if you completely dump the model and rework from scratch and add details like keys and outlines by textures and not by the model itself or use polygon-reduction techniques for your 3d app.
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votan

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Re: Developments votan
« Reply #35 on: April 25, 2010, 10:00:06 am »

This is my model spacesuit Ancient on which I work right now ... Because did not have enough information about the model I can not make the lower part of the spacesuit ... In the future I hope to try it poke in ArmA 1. If someone else is the configuration of a soldier from ArmA please send it to me I'll be very grateful)
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icewind.123

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Re: Developments votan
« Reply #36 on: April 25, 2010, 11:34:29 pm »

Hey, that looks really cool, if you need more reference, try this site:

http://www.gateworld.net/gallery/index.php?cat=57

It contains 720p sceenshots of all SGU episodes. But the promo pictures category is also nice as it contains very VERY high definition screenshots.

http://www.gateworld.net/gallery/index.php?cat=56

See e.g. :
http://www.gateworld.net/gallery/albums/uni_season1/106-Water/106_water_33.jpg
http://www.gateworld.net/gallery/albums/uni_season1/106-Water/106_water_25.jpg
http://www.gateworld.net/gallery/albums/uni_season1/106-Water/106_water_23.jpg

For moving pictures in hd try:
http://www.youtube.com/user/JaapVSWreturns


Episodes space suits appear in to my knowledge (theres more I guess)

Ep06
Ep12

___________________

With configuration you mean a model.cfg or the named selections? To get a model ingame the whole body must be sectioned into parts like e.g. "pelvis", "head", "lefthand" etc. and apply a model.cfg which defines the sections.

Don't you have ArmA2, or why would you create it for ArmA1? But anyway, models can easily be used from ArmA1->ArmA2 .
« Last Edit: April 25, 2010, 11:41:03 pm by icewind.123 »
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votan

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Re: Developments votan
« Reply #37 on: April 26, 2010, 03:22:08 am »

icewind.123 thanks for the help now hope to make it even faster)

 After having'll try to make the texture)))

 Well, I'm under configuration meant this:

class sy25_ge: Su25_CDF {
     side = TWest;
   faction = "Georgian";
   vehicleClass = "AIR";
   crew = "Georgian_pilotW"; 
   hiddenSelectionsTextures[] = {"\Georgian_army\su25_body1_cdf_co.paa", "\Georgian_army\su25_body2_cdf_co.paa"};
   displayName = "SU-25";
  };

 I do not have ArmA2.. I have only licensed ArmA1. I had ArmA2, but I have a buggy and it was impossible to play (my computer is weak), because of this I do addons only Arma =)


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icewind.123

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Re: Developments votan
« Reply #38 on: April 26, 2010, 11:24:45 am »

Try this one:

http://pastebin.com/raw.php?i=1k3MaR2C

Important things to notice so it doesnt crash:

"vot_ancient" is the addon folder
"vot_Ancient_suit" is the name of your model in this config.cpp
"vot_Ancient_suit_2" is the model without helmet

This config will only work without binarizing, if you want to binarize it with BinPbo you will have to put cfgSkeletons etc. into a new file "Model.cfg", like this:

http://pastebin.com/raw.php?i=iVkQi2kZ

and delete it from the config.cpp:
http://pastebin.com/raw.php?i=SJ4wzRXt
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votan

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Re: Developments votan
« Reply #39 on: April 26, 2010, 05:11:42 pm »

I want to be in O2 only sign where the legs where the arms and where the head? and now I have a model has been without a head, it will automatically own that I add or what?

 In the configuration that you gave me all I want is to sign the texture will get there and everything?
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votan

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Re: Developments votan
« Reply #40 on: May 21, 2010, 08:56:27 am »

At me a question to those who creates models of soldiers! In my model it is obligatory to put a head? That because of that that I put a head, it turns out so ranges much and the model does not open in О2.
My model in 3ds max (I have again started it to do, problems with the computer and not only...)
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icewind.123

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Re: Developments votan
« Reply #41 on: May 21, 2010, 09:57:43 pm »

You mean put in a head before importing to O2?

You don't need to put a head in, you can add a ArmA1 head later when you've imported the suit into O2.

Once imported into O2 you can also select heavy polygon areas and play around with the merge option to reduce the polygon count. This might affect future UV Mapping, but it seems you didn't apply textures yet anyway so it will be ok.


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votan

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Re: Developments votan
« Reply #42 on: May 22, 2010, 03:35:04 am »

Thank icewind.123 if I understood correctly, then I'm going to learn a little later to make the texture for the model ... And how do you know how much O2 landfills? That in 3ds max I have written I have chtot 19,286 polygons, along with the head ...
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icewind.123

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Re: Developments votan
« Reply #43 on: June 01, 2010, 02:27:36 pm »

You mean how much polygons O2 can import? I think it is about 30.000 polygons, but to be able to start Bulldozer it must be lower than 20.000 or so, but this isn't the same for every model.

If O2 doesn't import properly you can split up the model in 3dsmax, import both parts seperate and merge points to decrease polygon structure and then rejoin both files.
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votan

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Re: Developments votan
« Reply #44 on: June 02, 2010, 11:51:33 am »

I did, the model allowed it! But with the head model soldier takes more 20 000 polygons ... Do I need to embed a model soldier's head? or she will automatically put your computer?
I am not as I do not understand how to begin to do the texture for the model ... Where better to start first and how best to do? I have Photoshop, I made sure that there will open the drawings, with the enlargement of "paa".
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The Stargate Modification is a scripted add-on for Operation Flashpoint, ArmA and ArmA II,
it has been unofficially created as a way for fans to explore the Stargate as it is portrayed in the shows.
This add-on is completely unofficial and though we have gone through great lengths to mimic functions as shown in the shows
it is down to our own interpretation and may not be true to what SCI FI Channel or Metro-Goldwyn-Mayer Studios Inc intended.

Stargate, Stargate SG-1, and other related names are Copyright Showtime Inc., SCI FI Channel and Metro-Goldwyn-Mayer Studios Inc.
Stargate, Stargate SG-1, Stargate Worlds and other related names are Trademarks of Metro-Goldwyn-Mayer Studios Inc.

All material on this website is for non-profit use and completely unofficial; please do not edit the contents of these files.