offtime
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sints dtx compression creates some distortion on normalmaps when texture resolution is not too big and details small, its sometimes better to model something than put it on normal map. thanks to modern graphic cards we dont have to care much about polycount, bigger problem are textures in video memory so when the model goes with medium size textures then its good to use a little more polys to show some various details. thats the art of compromises. in my opinion this bus could be done preety nice with 5-6k and im counting base interior in those 6k all tho 8k is not a big problem, modern graphic cards have bigger issues with huge textures... and about the pic, yeah, its a little too big ;-)
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nice to see your updating this pack, fast at weapon is something that was missing in ofp for quite some time :-)
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there are two ways of painting surfaces you can use one plain color or mix of colors that will just create impression of one flat color.
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most of texturers have theyr own preferences regarding uv sets but almost all texturers i know prefer to have brakes in uv's made in places where you have seams on real object
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its probably coused by usimg odolexplorer wich sometimes produces errors in selections so problem is not with the head, problem is in model selections.
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maybe next time we will release something we also should be in a hurry and forget to write open source licence....
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your angry at me ? ! ? ! ? ! ? ! ? ! ? ! dude... hint: change the damn thing, rerelease it, and we will forget the whole case
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I see some textures there made by Willec, how come hes not mentioned in credits list ? how come there is no "credits" part in your readme at all ? theres just "Thanks to" part, does that means that you made all textures and models alone and ppl from "Thanks to" part were only helping you ? i wrote to you in pm about that yesterday, but it looks like you dont feel like doing anything about that ? can i ask why ? my faith in this community honesty is now nonexistant.
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Hmm it seems to be a bug. I dont see it on my computer. Probably an conflict with some other addon. like with the old BRDM-2 addon ?
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i dont see readme in rar archiwe and also tags issue is bugging me. please dont release such addons in the future. You used stuff made by others in the way that entries inside cpp are overwritting oryginal addons. its realy not politely to do things this way. but still, im happy that your willing to create addons, and i understand that its your first addon, just please pay better attention to mentioned issues.
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naaah... all we need is some more m4's , nothing else
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if texture looks good after converting it to paa/pac format and in-game looks bad, then maybe your game settings are low ? just guessing...
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@Agent GROM units have error when you will enter vehicle and/or dissembark vehicle, your face will start changing. solution: defined animation in model needs to be also copied to first lod, not just into memory lod.
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jon doe was made completly in o2light without using any other unwrapping softweare, thats why mapping is so poor from models ive made next one was desert FIA, with corrected mapping of shoulders and backpack starps, but it was crap anyway... but textures were basicaly the same, so if you want to use it instead of jon doe - be my guest first model ive made that was correctly mapped was one made in cooperation with Willec, GROM unit if i remember correctly, i learned a lot from Willec. Unwrapping in LithUnwrap was the answer for all such problems. textures layout is different on that one, so you would need to make them from scratch (if you want to use GROM model as base) basicaly, gizmo is not good solution when it comes to mapping anything more than simple cylinders...