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Kwazydog

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Posts posted by Kwazydog

  1. Wow, what a fuss, some people sure get their knickers in a knot. ;)

    Flamm, the puzzle does contain the title and developer of the game I believe, which is what most people will be interested I think. Im not too sure what the concern is about it not being the box art, its more of a desktop wallpaper as I understand it which Im sure will be released as a complete image shortly.

  2. Steiner Steve or someone else can probably answer this better than I, but+ I did recently watch a documentary on Lima company in Iraq. Near the Syrian boarder they came up against insurgents using AP rounds from regular AK's, and apparently those things went straight through the vests of the guys that were hit with them (as least in the cases they discussed). One guy was even shot through a door I beleive, yet was still killed by the round.

    Dan

  3. Michael, dont be a drama queen, hehe. Martin wasnt serious and he was referring to you using language that was against forum rules, not about asking the question. I realsie you probably werent being serious but others might not get that smile.gif

    Guys, its just a bit of fun and as Martin mentioned elsewhere he cant release the news in detail just yet. If you want to wait for the full press relase no worries, chill out, wait for it to arrive and avoid the threads its being discussed in. If you want too have a bit of fun and a laugh with it like others are doing in the General Forum thread on the topic then there is that option too smile.gif

    Dan

    [ July 24, 2006, 08:03 PM: Message edited by: KwazyDog ]

  4. Saviola, the point of me locking that thread was clearly too end the discussion on this forum. Starting the thread again with absolutely no regards to my post or wishes is inappropriate, and is a perfect example of why we had to close the political forum in the first place. If such disregard for the moderators wishes continue we will be forced to strictly enforce the no political discussion rule once more. If you feel the need to repond to someone in a closed thread I suggest taking it to email.

    Everyone should note that continuing a locked thread it is a bannable offense as we do not have the time to constantly be checking for such actions.

  5. Originally posted by Nidan1:

    to be hateful and predjudiced. Even the priviledge of free speech has it's limits in a civilized society.

    BFC has expressly limited political discussions in these threads.

    Yup, we have.

    The reason for this Matthias is that from our experience people often revert to personal abuse during such. In fact we even used to have a dedicated forum where people could discuss such things, but it took many many hours a week to moderate and despite several warnings that we would have to shut it down if the personal attacks didnt stop, they continued. It was unfortunate but as our time to moderate it was limited, that is the action we had to take.

    I have left this thread open as initially it was somewhat on topic, but as you can see by the last few posts it is already heading in the wrong direction. We have left a thread open in the general forum to discuss this topic providing it remains on a civil level, and Im happy to say that it has thus far. As this is a game forum its probably best to take this discussion to that thread for now, or off site if it is likely to become heated.

    Dan

    [ July 23, 2006, 02:33 PM: Message edited by: KwazyDog ]

  6. Originally posted by Battlefront.com:

    Jittery... what I mean is that in the slats the shadows turn on/off as far as the eye is concerned. Charles knows exactly what the problem is, but it is an inherent limitation with the ATI hardware.

    Yes, just to add to this I beleive it is becuase of the 16 bit shadows ATI cards use. When a light strikes an object at a sharp angle it causes artifacts across the objects surface with the particualar algorithm we are using. Chalres is still looking into the issue and we are working on a couple of alternatives, but unfortunately it has been a problem.

    Originally posted by GSX:

    Looks to me like progress is being made, as usual I dont post here often, being UK mil and being over there a few times and seeing the Stryker in action though, I do have to agree that I've never seen a Desert Cam one. It looks good though, just a suggestion that Syria wouldnt need a Desert Cam anyway.

    To be honest we were just discussing this and are looking into it deeper. Currently no, I cant say Ive seen any in desert cam yet either, but it is an assumption we are making that they will move to it sooner rather than later. We have a few people we can ask about this and will try and dig up more info!

    Dan

    [ July 20, 2006, 03:46 PM: Message edited by: KwazyDog ]

  7. Hehe, ctually Im sure Chalres already had the engine coded up to handle the ballistics of spit, Ill pass it on!

    The reason Im not too worried about it at this point is that graphic cards render lighting quite differently in game than you see in these renders, so Im going to have to adjust the lighting either way once they get in game and Ill be sure to look at some more reference shots when I do smile.gif .

  8. Originally posted by Loki:

    I have to say the screen shots look amazing. They look so good I am worried if my system will be able to handle it. :(

    What are the system requirements looking like? What card did you use for those shots? I want one. smile.gif

    Loki as I mentioned above these are renders at the moment, out of our 3D modelling software. in game shots will be coming in the not too distant future with a little luck smile.gif

    Dan

  9. Hi Guys! A few very quick answers...

    Originally posted by Rollstoy:

    About the graphics ... guess those are renders at the moment, not in-game.

    Somehow I cannot believe the slat armor will cast shadows on itself in the real game

    Hi Thomm! Yup, these are still renders...Chalres is still working on the engine but we have tied down the 3D side of things to a point where I can start making the models and getting them in game. Actually the slat armor does cast shadows onto itself at the moment but there are some limiting factors with even current 3D graphics cards and shadow mapping that may cause problems here (self shadowing that is), more so with ATI cards, so we are testing this some more.

    Originally posted by MikeyD:

    They nailed that Slat cage EXACTLY!

    And thanks again for the diagrams Mikey, they were a great basis to work from!

    Originally posted by John Kettler:

    think the renderings are too shiny and clean. As the Brits say, they seem to have most of their shop varnish still.

    *kick* ;) Seriously dont worry about this stuff until you see in game shots John, Im just sticking all these items in the same scene with the same lighting at the moment to save time.

    Originally posted by LtCol West:

    It looks like the game is coming along great and it is a huge leap forward from CM.

    Actually I had the gear on there but had to take it off as we were in a rush for these and they were giving me a problem...hopefully in game most vechiles should have varying degrees of geared stored on them smile.gif

    Originally posted by First Sergeant:

    Is tan the correct colour? I thought they all had a greenish tinge as in the photo Ltcol West posted.

    I cant see the image above at the moment but colour should be just about spot on as I was able to pixel match it to photos from Iraq. The vehicle above is definately more tan than what youd except to see, but Im pretty sure that this is becuase of the sunlight in that render was later in the afternoon and had a yellow tinge to it and thus giving the entire scene a more warm feel to it.

    Dan

    [ July 18, 2006, 06:25 PM: Message edited by: KwazyDog ]

  10. Originally posted by Nick Carter:

    Well they are great models - I only wish I could do some modelling for the game - if you guys need a canteen cap or something else inconsequential modelled as an stl,iges,etc let me know...

    But for those that don't know how much work is in each of these objects, I can only guess that you must have days if not weeks in each one...

    And that Styker...wow. How many polygons? [/QB]

    Will do Nick, thanks for the offer!

    Yup as mentioned the Stryker comes in at around the 8000 or so mark. We are making heavy use of LOD models to keep things running smoothly. These figures still arent set in stone at this point but we are getting good results thus far!

    Dan

  11. Originally posted by flamingknives:

    Rather than fuse types, the difference could be between a hit on an ouside wall and going through the window.

    Well we are stepping a little out of my knowledge of the details of the engine here but as I understand it rounads are now tracked in 3D depending on their flight path. For instance if you fire a Dshk MG at a Stryker, the rounds are tracked individually and can for instance hit the slat armor or pass between the slats (larger rounds of course wont fit through). I beleive the same applied to buildings too and thus an RPG round could either detonate on the outside or inside of a building and act accordingly, which is what I think you were asking. As I said though, I havnt had time to ask Chalres too many questions about the engine at this point and he is too busy to answer anyways, so dont quote me on any of that at this point smile.gif

    Dan

  12. Originally posted by flamingknives:

    So we have a bunch of weapons with different warhead types, is the different balance between blast and fragmentation damage modelled?

    Also, will we see differences in explosives inside and outside buildings (i.e. the difference between delay and superquick fuses)?

    I believe that the various aspects of each shell are modelled. For instance he OG-7V is designed primarily as an AP frag shell whereas the OG-7M (not shown above) is used for the same purpose but was not as effective as it was primarily an HE round.

    Im not aware of various fuses being available for the RPG rounds, as far as I know each round uses a specific fuse. Im not the best one to ask such questions of though...

    Dan

  13. Angler and others, keep the politics out of it and keep your language to an appropiate level for this forum. This forum is for discussion of CMSF and related military topics. We have asked members to take political discussion to an off site forum linked too in our general forum area, as we dont have the time available to moderate these often heated debates. Please comply with the forum rules.

    Dan

    [ July 16, 2006, 01:50 PM: Message edited by: KwazyDog ]

  14. Originally posted by c3k:

    On a more serious note than my previous comment, will RPG's be limited to a specific target set? More directly, will the ducted exhaust as modified and used in Somalia be simulated so as to enable RPG shots against high elevation targets without subjecting the firer to backblast?

    Will RPG duds be simulated if they make a direct hit on an individual? Ugly, but has happened. What of an RPG gunner, fuse unprotected, getting hit such that the RPG round has its fuse contact the ground? BOOM. Bad for those around him. Again, a known weakness.

    Regards,

    Ken

    Heya C3K! To be honest this would be another question for Steve when he is about, Im not too sure of the in game mechanics myself at this point, Ive been too busy elsewhere.

    Hehe, and Ill see what I can do about the wood grain ;) I know you werent being serious but for those interested doing this allows us to save VRAM, which means more detailed textures as a result. The reason being is that one texture or bmp is being used on multiple models. The texture does contains all nexcessary detail for all 3 models (such as the iron sights vs the PGO-7 telescopic scope), but it also shares components where it is able too, such as the tube.

    Dan

  15. Originally posted by KwazyDog:

    Originally posted by John Kettler:

    The shots I've seen show decidedly dull finishes on the RPG rounds. Perhaps this is from all the grit and windblown dust?

    Hi John! Yup, I do agree, in general from what Ive seen of them in the field they look much more matt. I supect that it is dust, grim and probably the lighting that make the two look different. Once they are in game Ill be sure to look into this.

    [ July 15, 2006, 03:46 PM: Message edited by: KwazyDog ]

  16. Originally posted by kipanderson:

    The 105mm tandem round is extremely effective and can do the business on near any AFV through the side armour. Could relate the devastating effect it has on M1 tanks in Iraq but will save that for another day ;) .

    Yes, and even the VL model should prove to be a concern. I beleive there is quite a well known case of a suspected VR taking out an M1 in Iraq through its skirt armor (at least, this is their current best guess I believe) that Im sure your aware of...for those interested check out the below.

    http://www.strategypage.com/gallery/default.asp?target=solved.htm

    I hugely look forward to CMSF as if you assume, realistically in my view, that the Syrians would have good quantities of Russian ‘90s anti-armour weapons the picture is entirely different from what you saw in Iraq. Commodity item, Russian ‘90s anti-armour weapons can penetrate the side armour of M1 tanks with ease. Now imagine relatively open terrain with clusters of buildings and orchards in small hamlets set in the otherwise open landscape. The potential for flanking shots on attacking US armour is near limitless.
    Yup, from what we have found it looks like the Syrians do have reasonable quantities of the items mentioned above, Kornets, RPG-29's etc. Ive also found one reference to them having the RKG antitank grenades (which isnt suprising) which have actually had some success in Iraq. For the US player Id say that initially they wont find too many of these items in use against them, but will come up against more and more as they progress...

    All in all it will be fun… way more challenging than I suspect most imagine.

    I think so...urban areas in particular should be very challanging and a huge amount of fun from what Ive seen this far!
  17. Originally posted by John Kettler:

    KwazyDog,

    Good stuff! I think, though, that the shininess, especially on the ammo, needs to be toned down. News footage I've seen of RPGs in battle doesn't show any shine at all that I can recall.

    Black has lots of cool weapons, but even the black ones look chromed. And don't get me started on the gunmetal . Bleah! Please avoid that visual look at all costs.

    Regards,

    John Kettler

    Hehe, tell me about it.

    Actually I think your probably right John, Ill be looking at the lighting properties once we get finalised in game and if need be Ill tone it down some. I based the colouring and lighting for the render on the below PDF which shows (I beleive) Russian sold variants of the rounds. Again, different manufactures have different colors for the same rounds, so it can be really hard working out what each should in fact look like what...the bulgarians for instance appear to use a very dark brown (which actually has a great shine).

    http://www.milparade.com/catalog/pdf/101.pdf

    Dan

  18. Originally posted by Nick Carter:

    What software are you guys using to make the models? Ever since I got into 3D modelling (with Rhino) I've wanted to ask...

    Yup as mentioned we are using 3D Max 8 currently for out modelling and character animation (it has Character Studio built in now). We use Photoshop for the texture creation, plus I have a few other bits and pieces I use from time to time.
  19. Originally posted by Gryphon:

    Is this all final artwork as well? or is it still alpha as mentioned in the previous blog? :| well, even if it's final it looks absofrigginlutely fantastic! hats off to you BF!

    I can't wait to experience the same amount of excitement I've had when firing up CM for the very first time! :D

    Well its Alpha as in anything can change at this point, but these are reasonably final with regards to models and textures.
  20. Interesting , and really nice renders of the RPG-7.

    About the rockets :

    Is the PG-7V (I think that's the name (it's the most basic one) used against infantry?

    Is the PG-7V the one they used in the movie Blackhawk down, and if it is, is it as inefficient(vs infantry) as it appears in the movie or am I dazzled by hollywood magic?

    //Salkin

    The PG-7V is a HEAT (High Explosive Anti Tank) round, so the high explosive part does still pose a threat again infantry. It is a directed blast though, so you cant expect the results to be extremely effective unless the infantry. It would certainly be enough to encourage them to keep their heads down though!

    Dan

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