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Thread: AH-64 Pack

  1. #1031
    NodUnit and France, love the work and the effort put into showing us all the detail of the bird. I personally like learning detailed and comprehensive things even if it is in a simulation type of game. Hope you keep up the great work.

  2. #1032
    I've got some mirrored stuff on my cobra and it's not too too bad. I haven't noticed anything truly bizarre going on with the damage textures. It also used 4096 maps.


    Please use the CWR2 CBT to help us provide a better experience.

  3. #1033
    I know that probably would increment the polycount, but maybe if you mirror , and then add some variations with insigna, or bullet hit, or wreck thing with a plane applyed on the mesh with an alpha channel would be the best. But all depends on the actual polycount model. Bad compromise, more resolution but more polycount too, or less resolution with less polycount.

  4. #1034
    Quote Originally Posted by Max Power View Post
    I've got some mirrored stuff on my cobra and it's not too too bad. I haven't noticed anything truly bizarre going on with the damage textures. It also used 4096 maps.
    It's mostly the more visually apparent mirroring that I've always tried to avoid... the case of the old school bullet holes in split windscreens, that were identical on each screen... etc.

  5. #1035
    Chief Warrant Officer
    Join Date
    Apr 10 2009
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    3,244
    Author of the Thread
    The lack of mirror is a mix of damage and future planning for paint schemes such as http://www.1999.co.jp/itbig08/10084622t2.jpg

    Quote Originally Posted by Babylonjoke View Post
    I know that probably would increment the polycount, but maybe if you mirror , and then add some variations with insigna, or bullet hit, or wreck thing with a plane applyed on the mesh with an alpha channel would be the best. But all depends on the actual polycount model. Bad compromise, more resolution but more polycount too, or less resolution with less polycount.
    I can't say what methods will or won't be used, I do know that for the "retreat" and "you're screwed" level of damages will be using proxies.

    We'll think about the video ..blog things.
    Last edited by NodUnit; Jul 20 2012 at 19:50.

  6. #1036
    God I can't wait for this! I assume it will be ready about the same time as ArmA 3?

  7. #1037

  8. #1038
    Quote Originally Posted by MiG_Pilot View Post
    God I can't wait for this! I assume it will be ready about the same time as ArmA 3?
    Check back about 2-3 pages for info on release.
    ^^^ Click it... you know you want to... ^^^

  9. #1039

    Ah mk1 mtads?

    I have got to say that the AH Mk1 model you guys have put together is bloody amazing i've been working on AH MK1s for around 5 years now and have to say there is pretty much every sensor, antenna, lighting system installed and from what i saw of the pilots station you have for the AH-64D is pretty damn spot on for the AH MK1 aswell.

    I just wanted to ask though about the TADS and PNVS installed to the aircraft as all british airframes now have the MTADS and MPNVS systems installed which for functionality in the game only changes a few things such as the exterior model and TEDAC installed in the CPGs station. The difference of the operation between MTADS and TADS ingame is pretty negligible.

    Anyway congratulations on constructing an extremely close representation of the AH on just the initial mock up and i will be looking forward to how it evolves into a fully fledged member of either 4 Regt AAC or 3 Regt AAC.
    Last edited by John Doe; Jul 28 2012 at 19:08. Reason: Bad Post Layout

  10. #1040
    For the AH.1/WAH-64 we will probably split that to two generations just like we have Block II and Block III, then reflect the equipment differences between the generations.

    Got a quick video today showing the loadout menu and a brief overview of the WPN page: http://www.youtube.com/watch?v=vM0IsUn837c

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