Page 2 of 9 FirstFirst 123456 ... LastLast
Results 11 to 20 of 83

  Click here to go to the first Developer post in this thread.  

Thread: Marek's Comment on Tools...

  1. #11
    Given there are very good FREE modeling, texturing, animation package out there on the market (take Wings or Blender for instance), while many serious addon makers are proficient in Max/Maya/XSI/Lightwave or C4D, it may be more simple to just release a model converter, no (as a plugin, or stand alone) ?

    For the world editor, that's a different matter...

  2. #12
    Second Lieutenant JdB's Avatar
    Join Date
    Aug 10 2002
    Location
    Kingdom of the Netherlands
    Posts
    4,152
    Yes...the plugin option....was mentioned by Placebo at one point. Never heard anything about it after that though...
    Creating ArmA:CWA addons at a snail's pace and newsposter @ OFPr.info.

  3. #13
    Quote Originally Posted by (EricM @ Feb. 15 2007,19:42)
    Given there are very good FREE modeling, texturing, animation package out there on the market (take Wings or Blender for instance), while many serious addon makers are proficient in Max/Maya/XSI/Lightwave or C4D, it may be more simple to just release a model converter, no (as a plugin, or stand alone) ?

    For the world editor, that's a different matter...
    I thought Max exporters were confirmed?

    I hope the needed O2 usage will minimal. I really want a good workflow if I'm to mod for a game. The amount of proprietary hoops you have to jump through really slows down the process.

  4. #14
    RKSL-Rock
    Guest
    Quote Originally Posted by (EricM @ Feb. 15 2007,18:42)
    Given there are very good FREE modeling, texturing, animation package out there on the market (take Wings or Blender for instance), while many serious addon makers are proficient in Max/Maya/XSI/Lightwave or C4D, it may be more simple to just release a model converter, no (as a plugin, or stand alone) ?

    For the world editor, that's a different matter...
    There are some nice tools out there but they dont support the lods nor the named selctions and properties that ArmA needs do they?

  5. #15
    Quote Originally Posted by (Gux @ Feb. 15 2007,19:51)
    I thought Max exporters were confirmed?
    Yep, I heard that max scripts are going to be released. At least that's what I heard the last time I asked, if BIS is keeping up to that statement is another thing.

    I am quite disapointed by the fact that the tools are going to be released so late, I was hoping we were going to get at least some modeling tools to help us import things into ArmA, but it seems that we're going to have to wait till may for that. Grrrr. And why binarize of all things? And texview?
    Click here
    Spoiler:

  6. #16
    Armed Assault.info : Some people are complaining about the campaign to be not as elaborate as OFP campaign was ...

    Marek Spanel : Yes, it' real, we have a campaign with a military point of view, not a gaming one, we know it. While developping the game we have to make choices, we have chosen to work on the core of the game itself, the engine is really a new engine!
    ----
    Rofl - This made me grin a bit for myself... Isn't this the quite oppocite? The campaign in ArmA is so imprecise and unrealistic from a military point of view.... Hmm, I might have misunderstood what he said - or?
    http://www.footballpredictor.eu - sports betting made easy!
    \"A man without religion, is like a fish without a bicycle\"

  7. #17
    Quote Originally Posted by (Espectro @ Feb. 15 2007,21:34)
    Rofl - This made me grin a bit for myself... Isn't this the quite oppocite? The campaign in ArmA is so imprecise and unrealistic from a military point of view.... Hmm, I might have misunderstood what he said - or?
    I guess he was talking about the lack of characters/story/etc...
    But still, like you said, even from a military point of view the campaign just sucks..

  8. #18
    Warrant Officer
    Join Date
    Oct 11 2004
    Location
    Germany, near Hannover
    Posts
    2,167
    Imho he meant, the engine was the thing that they concentrate on the most.
    That was the right decision. What is the worth of a really good campaign, in a "crappy" engine?
    MB: Gigabyte GA-MA770-UD3 - CPU: AMD Phenom II X4 945 - RAM: Corsair XMS 8GB DDR2 RAM-800 MHZ - Video: EVGA GTX 660 TI SC 3GB - Sound: Asus Xonar DX PCI Express 7.1 Audio Card - OS: Win7 Home Premium 64 BIT
    Buy the Games you play.
    This should be the minimum support and respect to the Developers work.

  9. #19
    still funny tho
    Very nice of him to admit it tho, some game companies will lie thru there teeth.
    still all the better reason to get the visitor prog out then someone can port all the dynamic maps that were all so loved in the back end of ofp.

  10. #20
    Quote Originally Posted by (Mr_Tea @ Feb. 15 2007,21:42)
    That was the right decision. What is the worth of a really good campaign, in a "crappy" engine?
    Well to be honest, if a reviewer gives the game a 6 or a 7 based on the campaign i could understand that in a way, the engine itself is great but the missions that came with the game are just boring.
    I bought a game, not an engine, if i had bought an engine i would have had full acces to it and could edit it.
    The community really saves this game and IMO it shouldnt be the case, if BI didnt have the name/fame it got after OFP then this game would have been dropped like a brick, because then there would have been no community.

    (Ok, they said they worked mostly on the engine and IMO this is one of the best engines ever made, but still..)

Page 2 of 9 FirstFirst 123456 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •