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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-03 01:40
by CaptMiller
First screens in MeshViewer , ExPort by rPoXo

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Toyota + ZSU-2-23, I was worried that it would not fit, but as we can see, even at 45, she does not touch the rear of the machine, and need to make a pedestal for the ZSU
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-09 12:10
by CaptMiller
Sup All, question to devs , how to fix dat blurry shit with texture ? When I look on ground from small distance it is ok, but when I fly over from ground dat became like blurry pixely awful shit

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Also, I have problem with that white houses, they lost by 150-200 meters, how to fix it?
they are very suitable for me, help to solve it pless
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-09 19:22
by Outlawz7
Also, I have problem with that white houses, they lost by 150-200 meters, how to fix it?
Doesn't matter in editor, but fixed in v1.4
how to fix dat blurry shit with texture ? When I look on ground from small distance it is ok, but when I fly over from ground dat became like blurry pixely awful shit
Looks like you haven't set a low detail texture. The pixels look to be your colormap. If you're painting the color in editor, increase tiling.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-09 21:29
by CaptMiller
Thx

also, two more problems.

1. Strange shadow-borders on bushlines

2.This herb does not disappear even at a great distance, I suspect that it takes a lot of polygons and will require optimization. This is true ? if this is true, then how to use correctly the grass
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-10 03:24
by CaptMiller
Some progress with the map Baiji 4km

Reference images
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Map
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-10 19:27
by Outlawz7
CaptMiller wrote: 1. Strange shadow-borders on bushlines
Live with it like we all do or set overgrowth sun color darker so it matches the shadow but that makes overgrowth dark in general.
CaptMiller wrote: 2.This herb does not disappear even at a great distance, I suspect that it takes a lot of polygons and will require optimization. This is true ? if this is true, then how to use correctly the grass
Generate overgrowth atlas so it'll switch to its _lod model.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-10 19:31
by Mineral
I suggest to put buildings and other props less grid-wise. It looks much more natural if it's not purely grid based. Not everything is straight lines and lined up in R/L neither. Try irregular shapes for bases, towns, whatever. Usually looks better and gives more angles to play with as a player.

Tiling on your colormap is still very obvious, should use smaller tiles. And mix it up with some color variation (paint with color not texture and use small opacity)

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-10 20:03
by CaptMiller
[R-DEV]Mineral wrote:Tiling on your colormap is still very obvious, should use smaller tiles. And mix it up with some color variation (paint with color not texture and use small opacity)
ok will set more randomly buildings


these brown pixels do not disappear at any tiling, but I need this color, as it most closely corresponds to the reference of all presented, increase / decrease the tiling does not help to remove these pixels :roll:

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-13 10:09
by CaptMiller
Hello ! Is it possible to realize it in game ? (self-made 12.7 rifle on tripod)
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-13 11:04
by CaptMiller
Hyundai HD35 truck

Normal + AO textures

to save space, I put part of the trunk and the lower part of the machine in one pile, why there were some problems, and then I painted them in one color, I hope it's not too much trouble? Otherwise need to remake UVW
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-13 15:41
by B2P1
nice, now pack it with explosives.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-13 16:55
by CaptMiller
I got permission from General_Bradly(IDF: Fight For Independence Developer, thank him great) to use m38 jeep with recoilless rifle and AA cannon m1939 37mm

gonna use it like stationary and combine with my Hyundai Truck

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and m38 jeep+recoilless
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-15 20:56
by CaptMiller
Hyundai HD35 Truck desert camo WIP + M1939 37 mm AA cannon
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-20 02:17
by CaptMiller
IS_Truck_HD35 ExPort + specular map by rpoxoTauJIo

Model+textures(difuse+Normals+AO) by CaptMiller
2kTextures(resize from 4k)

Will use as supply -transport truck, and AA truck combine with M1939 37mm autocannon from IDF mod

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Refs
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-20 22:02
by CaptMiller

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-22 16:44
by B2P1
Keep in mind not to place gameplay elements (towns, checkpoints) too close to the edge of the map.

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-23 01:49
by CaptMiller
I remember, though oil plant turned on edge, but it is big and I can put flag 300-400m from edge of map

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-23 15:15
by Madar_al_Fakar
Well someone here certainly didn't waste time when it comes to running in to click a dislike. xD
Pretty decent work so far, still a lot to do but it's okay. :)

Re: [Faction Concept] IS force (daesh, TROSI etc)

Posted: 2016-11-24 20:57
by VTRaptor
Have you seen this :D ?