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#4395576 - 12/19/17 11:41 AM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] ***** [Re: Soczkien]  
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Soczkien Offline
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Poland
Problem with road textures is that they don't rotate according to shape - curves etc. Currently I dont have visible roads for ground units - only as waypoints for them. I saw there is program in terrain utilities to draw roads but I need to check it's function first.

#4395582 - 12/19/17 12:00 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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XIII Offline
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Yes i know that they dont rotate. And this is biggest problem. I tried years ago something improve ,but without sucess.

#4398569 - 01/06/18 05:46 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Poland
Airfields trees and grass animations finished smile
(all other trees stay as static)


Last edited by Soczkien; 01/06/18 05:47 PM.
#4398616 - 01/06/18 11:05 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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messyhead Offline
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Looks good. Does the animation react to actual wind, or just happen all the time?

#4398622 - 01/06/18 11:24 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Its just a loop animation without external parameters.

#4398623 - 01/06/18 11:27 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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XIII Offline
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awesome
maybe you could do the animation of the flying turret in the tanks after being hit?

Last edited by XIII; 01/06/18 11:40 PM.
#4399437 - 01/11/18 07:32 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: XIII]  
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Soczkien Offline
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Originally Posted by XIII
awesome
maybe you could do the animation of the flying turret in the tanks after being hit?


It has to be coded I think. Actually there is already flying debris script after explosion.

Last days i was working on hesco style bases. Made few hesco bunkers models , some walls and some additional buildings.
Also optimized existing hesco barricade model at farps from 5k polys to 1.4k. Created diffrent texture for winter, summer and desert.


[Linked Image] [Linked Image] [Linked Image] [Linked Image]

Last edited by Soczkien; 01/11/18 07:35 PM.
#4399441 - 01/11/18 08:36 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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XIII Offline
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wow I know that rapota is professionally working in games.but you too I did not know that screwy
a bit more and there will be a new game smile
great that you reducing polys.

#4399512 - 01/12/18 09:20 AM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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AndyB Offline
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MY GOD Soczkien !!!

Those are amazing looking. Well done......

Andy


Andy's simpit: http://www.simpit.me.uk
#4399513 - 01/12/18 09:40 AM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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messyhead Offline
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These look great. Where did you get the models from?

The default FARP model really needs an upgrade, so this should be able to help with that.

#4399517 - 01/12/18 12:09 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Messy - I made them smile
Sandbag model I found free on internet.
Hangars are remake of original EECH models.

I was inspired by photos like this:
[Linked Image]

Last edited by Soczkien; 01/12/18 12:17 PM.
#4399518 - 01/12/18 12:33 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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messyhead Offline
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Very good. Was the Hesco barrier I made any use?

#4399519 - 01/12/18 12:47 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Yes it was also used - some of single hesco objects are those from farps with many times reduced polys.

#4399775 - 01/13/18 07:14 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Today i found method to render shadows directly on object textures. Left and right side are the same models - only diffrent texture. Right side have shadows + ambient occlusion effect rendered.
Also i found easy method in Lightwave to connect multiple textures into one file.

[Linked Image]

Last edited by Soczkien; 01/13/18 07:15 PM.
#4399788 - 01/13/18 08:10 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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awesome.I've always said that I the most miss shadows. Looks 10 x better.
And you sure this not cause drop fps?
question whether in the future it will not interfere with the added dynamic shadows.

#4399791 - 01/13/18 08:20 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Its the same as painted shadow with photoshop smile
I can easy remove this effect from model if necessary.

#4399793 - 01/13/18 08:37 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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maybe is possible add some lights? [Linked Image]

#4399829 - 01/14/18 12:45 AM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Poland
First look in game smile

[Linked Image]
[Linked Image]

#4399853 - 01/14/18 08:11 AM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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XIII Offline
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What is name / option this painting? You doing this in modeler or scene?

#4399883 - 01/14/18 01:01 PM Re: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test] [Re: Soczkien]  
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Soczkien Offline
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Poland
In scene - Lw layout

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