keep going, they are looking good
keep going, they are looking good
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So you mean it's just basically an empty tube? ***Originally Posted by (sasyboy @ Feb. 01 2007,12:07)
I'm not sure (yet) how ArmA exactly does the telescopic
sights ***view but if it's similar to the way Flashpoint did it
then it's basically a 2D "sight picture". If you want, you
could use the pointer graphic I did for my SUIT. Just flip
it 180 degrees. I remember it was a Royal P in the A trying
to draw the pointer neatly (but then I'm barely Photoshop
literate myself) so it might save you some aggro.
The base of the pointer should actually be a bit wider than
it appears there and the FoV is a teeny bit skew-whiff too
(my motivation in building it was similar to ***yours - wanted
some Brit stuff to play with but nobody else was making any -
that was likely to actually get released this century -
so "close enough" was OK). If you want to use it I'll correct
it before I send it to you.
if something looks low poly and it highpoly, something is really wrong. I've heard serveral times that I should show the wireframe cuz it can be difficult to see the flaws otherwise. especially if a texture is applyed. The elevations that you can see on the pic used as texture can't be seen on the model and it makes it look pretty flat.
a lowpoly model with good textures can look very detailed.
a model with more pollys can look like it's got fewer pollys if a bad texture is applyed. You really can't just look at a textured model and figure out the pollycount.
And if I think something looks bad, I will say that it look bad and what looks bad on it. If it looks good I will say so. Everyone's got right to express his or her opinion right?
I said that it looked lowpolly and that's what matters. If you make a weapon with 50 000 pollys that looks like shit it's not very good is it?Originally Posted by [b
you right.. not much more to add. Just trying to encourage more because people that put up something here they made and not just a cs import get to hear so much "ahh low poly, that sucks man".. of people that never even figured out how to put a endtrigger in their mission.. sorry, just frustration i guess.Originally Posted by (general @ Feb. 01 2007,14:51)
shocked at some of the first responses, seems that alot of people just look at the pics and dont look at the text that someone has wrote. i think they look great sassy. anyone remember the very poor SA80 models that were initially released for ofp? before any PUKF release and they were quite poor. even still had the flash effect visible at the end of the nossil when it wasn't fireing.
i assume that sassys project is just so that his COOP team can use UK weapons online. so they don't have to use yank weapons, until the PUKF ones are released. good look sassy, most of my projects i started died a early death, and they were mostly texture swapping, and very little model making, if you require any help, which i doubt as you have a very experienced team around you, then give me a message on msn.
keep up the good work dude and i hope to see you soon in mp.
Good idea and good work. Hope us bods at UKF can meet your expectations though mate!
My advice to you is that if people ignore what you've said about the quality/what you're aiming for in your addons, then in return, ignore thier feedback! I'm not going to blow sunshine up your arse for what you already know and have admitted isnt the greatest quality work, but a) it's a good idea, b) It's pretty good for someone starting out, in a fairly unfamiliar game engine for which no mod tools have yet been released, and c) it's already steps ahead of those people who are content to sit and critisize, but not to step up to the plate and put in the time themselves!
Keep at it! Just don't get too much better or you'll put UKF out of a job!
If you're reading this, turn off your computer, step away from the internet, and go out and enjoy life to its max.
PS. All UKF related queries to da12thmonkey. I don't do this crap anymore.
No worries I'm not trying to be an asshole. Just giving some contructive criticism.Originally Posted by [b
aww you guys are the best
Hope things are good for you and thanks. ***I think your advice is good and I'll adopt it.
Aye anyone can use these. ***I can see a few versions realised over time though as RAAB and others suggest things. ***With the addons being opensource I might steal bits that people put in then rerealise too.
I think you're right mate but I'm not too fussed about them looking the dogs. ***I might put whilstles on them later on but they'll be versionised over time and hopefully someone with good texture experiance can do them justice. ***I'm trying to layout the texture files labeled with areas so people can identify what gos where. ***The polly count is very low for sure my guess is like a 100-200. ***I'm doing this stuff in O2 and I've only just learnt to use selections more.
Aye mate it's an empty tube with the susat tip drawn in with no frontal face to give the impression of glass. ***It looks really nice in game and seems very acreate. ***To be honist I don't think it needs a overlay as when you fire the thing moves arround real sweet. ***It's got 4x mag on it which takes a bit of messing arround with. ***I think... the config has two attributes a zoom for the vision close to your eye and a zoom for the area a bit away from your eye if that makes sence. ***Although I need to spend more time looking into this and experimenting.
Your texture looks nice but can't help thingink you're lying on your back. Can you twist round the pointer 180 like that?
@sasyboy: You model looks good so far... but the textures are crap... use soem high-res textures... These you are using now looks very low-end... Ahh and another thing... the scope is in the soldier's head i think^^
Anyway nice work on the model as i said...
keep it up!
100 to 200... that's what I guessed Anyway it is quite low end. Would work for the lower lods. 1000 to 2000 is what I'd try to reach for the highest lod. For myself, I really have a problem getting the models below 3000 pollys
If you're not happy with the result of your model, remodel it.
The best way to learn is to watch a pro ( Not saying that I'm a pro. I'm not even close ) edit your model and correct your misstakes. You do it in o2 aswell. O2 lacks some of the very key tools that I use all the time which is why I model in maya instead.