Soldiers
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@Cloud:
In game shots:
http://i956.photobucket.com/albums/ae46/FFRAM22/Soldier1_zps8070e14a.jpg
http://i956.photobucket.com/albums/ae46/FFRAM22/Soldier3_zps496ab938.jpg
http://i956.photobucket.com/albums/ae46/FFRAM22/Soldier2_zpsbda981c7.jpg
Definitely better than what we had!!
C9
That humwee would need bit tuning too :wfish:
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That humwee would need bit tuning too :wfish:
Yep, surprised no ones taken that to task!
C9
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@Cloud:
Yep, surprised no ones taken that to task!
C9
Well, learn 3ds max, and you can contribute yourself
Its true that doing this small vehicules isnt as glamorous as a SU-27 or a pit.
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Well, learn 3ds max, and you can contribute yourself
LOL, I was taught how to build theaters and campaign files, manage the DB, do terrain artwork and all sorts of associated files….I have enough on my plate. Models, I don’t do.
C9
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Well thats a TOW I think, but from the cockpit of my jet I will not see the difference.
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Nice stuff Tom, but better make the texture DXT1 and with mipmaps. DXT5 isn’t necessary because there is no need for 8 alpha bits for this texture.
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Thank you very much Tom, Great work!
Nikos. -
Well stated I-Hawk……and good work on the sprites Tomcatz!!!
Cheers,
demer -
The ejected pilots skin-3d model need an update too!!!
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Good job on the texture, TomCats, …Thanks a lot.
Funny, I’ve looked at that texture myself just 2 or 3 weeks ago,
and noticed that FreeFalcon has already a better (than stock) texture,
so I’ve replaced it.Anyway, I think BMS deserves more than those ugly billboarded soldiers,
I mean even the textures are looking nice now, the result insim is horrible.
so I wonder if it would really cost that much FPS if they could be replaced with LODed 3D soldiers.AFAIK using the alpha channel is also FPS heavy, but I dunno if they are more or less FPS heavy
than nicely LODed 3D soldiers.Surely that’s another thing that would need a code rewrite,
… maybe one thing for the future.Cheers,
LS -
Hi Lazy,
Surely that’s another thing that would need a code rewrite,
… maybe one thing for the future.not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
Biker -
Didn’t someone make 3d models of soldiers like a year ago? I can almost swear I saw screens of them in game, all solid green.
Cheers
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Guess it was Tom that did them [emoji4]
https://www.benchmarksims.org/forum/showpost.php?p=197443Not solid green at all…
Cheers
/F -
Didn’t someone make 3d models of soldiers like a year ago? I can almost swear I saw screens of them in game, all solid green.
Cheers
/F+1
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Hi Lazy,
not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
BikerProbably we will just need to replace the DrawableGuys calls by a regular DrawableGroundVehicle call and set a 3D model for it, but I’m not 100% sure
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50% of the low level encounter soldiers they can’t be seen (like a piece of paper from the side) only the tracers. 3D would be a nice change.
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Hi Lazy,
not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
BikerHi Stefan,
while it may be possible to easily change the model to 3D, I still think animated moving 3D Soldiers may need code rewrite.
IIRC (I’m no coder) the code says something like:
if moving in x- direction then project pixel of xy area(s) of the texture to get a animated moving result.
if moving in y- direction then project pixel of another xy area(s) of the texture to get a animated moving result.But we would need some DOF animation for 3D Soldiers, … no?
… similar to the random pilots head moving DOF …For a simple 3D model use TomCatz’s, like suggested above. (I suck at modelling humans, LOL)
Cheers,
LS