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Messages - Spanky

Pages: 1 ... 129 130 [131] 132 133 ... 564
1951
General Chat / Re: ARE YOU SERIOUS KODEN????????????????
« on: Friday, October 04, 2013, 13:01:23 PM »
100% agree with Koden. Good work mate.

1952
General Chat / Re: Figuring out my old Account
« on: Wednesday, October 02, 2013, 23:09:56 PM »
You can un-format the drive. There's tools in the Hiren Boot CD that will allow you to recover deleted partitions and formatted drives.

1953
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Wednesday, October 02, 2013, 16:12:50 PM »
Things are looking good:



I'm starting to gather together the quirks and things that need fixing. As long as I have some time set aside, I can get a couple of maps ready for a beta.

*EDIT*
For those wondering, I'm not getting 4 FPS on the map, that's just how many times the window was refreshed. With live preview turned on. FPS goes to 13-14 which is quite good considering there's no optimization in the map yet and it's rendering everything as a whole.

1954
Games & Programming / Re: opengl problem
« on: Tuesday, October 01, 2013, 21:38:58 PM »
There is no reason to sequester knowledge and information when someone is seeking it. Let's keep this thread open and ready for intellectual discussion.

1955
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Tuesday, October 01, 2013, 20:49:33 PM »
There is a way... Original texture + LightMap + Combiner = High-Quality Static Shadow on SM. Sometimes, people use Projector - more expensive...

I'd love to see an example sometime if you could whip one up.

1956
Games & Programming / Re: opengl problem
« on: Tuesday, October 01, 2013, 20:25:14 PM »
Interesting. You could probably say your engine is FreeGLUT. If there is anyone here that could help, a image/video would probably do best to describe your problem.

1957
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Tuesday, October 01, 2013, 20:16:02 PM »
I'm sure someone could make a mod for it. I saw a cell shading demo script for UT2004.

1958
Games & Programming / Re: opengl problem
« on: Tuesday, October 01, 2013, 20:14:51 PM »
I doubt anyone here would know. You might want to specify what engine you're using.

1959
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Tuesday, October 01, 2013, 19:50:13 PM »
I don't think that feature is available for our version of UE2. We can't even do bump mapping...

One thing that was done that was somewhat interesting is that when we had a 3d modeler, he took a mesh he made and loaded the texture onto it and added light in the same direction the map had it and baked a shadow into the texture itself so only 1 texture was needed. This isn't bad but texture quality could degrade it and if you change/move light sources, it obviously won't update.

1960
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Tuesday, October 01, 2013, 18:15:48 PM »
... :D ...

Well, good Gaming PC is not only because of multiple CPU cores and believe or not, but dual-core or higher in these days is standard... You should know this better than that - like you I am a computer scientist. As for 'newer games', you're wrong - especially when it comes to impact on the performance by game content.
I was mostly talking for AA. I know quads are kind of the bare minimum for modern games. As far as UE2 is concerned, 1 core or 16... doesn't matter. Often, AA won't even use 100% of your CPU before FPS drops. I don't know if it's cache or something else that slows it down...

Yeah, but height polygons SM will have the same effect... Besides, conversion of BSP to SM entails a deterioration of visual quality (shadows, lighting...). Generally, in such cases, is used ShadowMap, but probably AA2.5 engine doesn't support it. There is many more aspects, but we are already Off Topic.
You're talking about per-vertex shading on meshes in UE2 which is correct. It looks hideous. This can be overcome with some clever lighting practices. BSP has higher quality "baked on" shadows and better collision but meshes render faster. It's a balance.

1961
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Tuesday, October 01, 2013, 15:10:57 PM »
True: it's not about the HD space - it's about the performance. AA3 maps are more complex (static meshes are more detailed, textures with higher resolution, sounds with higher quality etc.) and this will have direct impact on......those people.
I not worried about me, my PC is one level up than Hi-End, but for most people even the middle-high end pc is beyond the reach.

Your computer is largely irrelevant as long as it's dual-core or higher. 2.5 only makes use of 1 core. The stuff in newer games isn't exponentially more detailed. AA3 performance hit was more on the engine's features than the map content. There might have been things like fog and weather effects that are much better looking but they come at a higher CPU price. My point is, I've played some of the AA3 maps and the performance is low but that's largely due to them not being optimized. Once Zones, Anti-Portals and perhaps even cull distances are setup, the maps should be very close to 2.5's maps. More staticmeshes is a good thing, they're faster to render than BSP which a lot of 2.5 maps are made out of (Pipeline...).

1962
General Chat / Re: Figuring out my old Account
« on: Monday, September 30, 2013, 19:45:00 PM »
Recuva is free but you shouldn't need it if you just hook up your old drive to your new computer. You don't have to boot it.

1963
The Lounge / Re: Battlefield 4 beta OCTOBER 1
« on: Monday, September 30, 2013, 13:53:35 PM »
Yea, I heard BF3 had a shit single player. I enjoy that more than multiplayer sometimes because you have to spend quite a few hours leveling up and getting to the level of experience where you can actually compete with others and not die every 20 seconds. I loved the hell out of BFBC2 (over 1000 hours) and honestly look forward to BF4.

I don't think people like these games due to the realism (or lack thereof) but rather to the immersive features, large maps and cinematic effects. It's more of a Hollywood game rather than a realistic shooter.

1964
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Monday, September 30, 2013, 13:42:15 PM »
but they will probably not be played

Probably not BUT, ELiZ wanted a challenge and wanted to have some fun with converting the maps. Now that he's mostly done, I get to have fun and do what I do best. Really, it's not like we hate doing it, we like creating content. It's just more enjoyable when other people like that content :) It was a real fun challenge to make mAAp Pipeline. Nobody wants to play it? That sucks but I'll still work on it.

1965
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Monday, September 30, 2013, 12:08:25 PM »
I'm with ya Froster but as you can see, others don't feel the same way so that's why the poll was made. Let the community decide. Course, it will get voted in and then people will come here and rage because they didn't bother to come here and know what was going on with this game.

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