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ArmA 2 & OA - ADDONS & MODS: DISCUSSION This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons.

As soon as content is released even if Alpha state, the thread should then be moved to A&M:Complete (PM a moderator with the link).

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Old 06-10-2009, 08:10 PM   #21
NodUnit
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I just like to push the limits and boundries, never said anything about it running well for everyone.

But I do remember the polycounts I saw when opening Arma1 models in O2 and the infantry were pretty high, higher then most vehicles infact (considering infantry with their weapon and weapons were 3-5K or so atleast).

Though when I say 40K I'm talking a one of a kind air unit sort of thing, something you wouldn't see en masse and in a lively enviroment, a kind of mission specific...anyway I know in terms of the more weapon less prop type vehicles you want lower polycounts 20K being max but the lower the better in terms of performance.

Last edited by NodUnit; 06-10-2009 at 09:10 PM.
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Old 06-10-2009, 09:19 PM   #22
kju
 
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poly/face numbers of A2 should be quite similar to A1.
so better stop your wet dreams

well not fast enough - mess of different versions now :|
should really use svn/git for source control

Mi28_RUS_EricM.7z

Done:
* Improved config (inheritance, drop obsolete values, etc)
* Split into C, M, T container (update path in p3d, rmvat, cpp)
* Added PBOPREFIX
* Uses advanced structure - for more details read CMB: DevelopmentSetup

Extract files directly to P: - result

P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_C_EricM\*
P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_T_EricM\*
P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_M_EricM\*

MoveP3d by mikero is golden to mass replace path inside p3d.

Config wise testing needs to be done.
Binarization to be tested.
A2 offers new config features - probably better for v2.
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Old 06-10-2009, 09:31 PM   #23
NodUnit
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We'll see, I'm not ready to accept that certain vehicles have to be low on polycount when infantry have a higher then most of them by default

..Anyway enough semi hijacking from me.
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Old 06-10-2009, 10:10 PM   #24
Adumb
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kju,

I can set up a SVN account if you'd like.
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Old 06-11-2009, 04:45 AM   #25
kju
 
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Thanks Adumb

Though we operate a project space hosting site called dev heaven - also offers svn/git.
For me it is more a matter of EricM deciding to do this or not.
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Old 06-11-2009, 05:35 AM   #26
Adumb
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Quote:
Originally Posted by kju View Post
Thanks Adumb

Though we operate a project space hosting site called dev heaven - also offers svn/git.
For me it is more a matter of EricM deciding to do this or not.
kju,

Been out of the modding loop for well over 2 years, first time of heard of dev heaven! i will for sure cheak this out.
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Old 06-11-2009, 07:22 AM   #27
EricM
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As of now, I consider myself just as another contributor like the rest of you.

I don't know what a svn is, but if you feel it would benefit the whole project, let's do it. Be it on dev heaven or else.
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Old 06-11-2009, 10:21 AM   #28
kju
 
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Banner by Vigilante.


Alright here we go.

EricM Mi28 wiki and project space.


We should consider to form a Skype group chat for communication.

Put the files into a git repos now.
Move tasks in the issue tracker.
The wiki page explains how to get the files from the git repository.
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Old 06-11-2009, 10:30 AM   #29
An-225
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Wow, cockpit photos are extremely difficult to find for the Mi-28, just like the KA-52.

I do however, have a payware Mi-28 for flight simulator. It may not be as accurate as the real thing, however its cockpit matches up to the few photos that I did manage to find and I can get screenshots of the cockpit from different angles if you need me to.
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Old 06-11-2009, 10:33 AM   #30
RobertHammer
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I will do some sounds for this baby
btw what about to take some pics from Apache vs Havoc game? In there is nice cockpit of mi28
edit:
Some pics cockpit from fsx addon http://www.avsim.com/pages/0108/Havoc/Havoc.htm
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