tmccarron
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Posts posted by tmccarron
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:eek: HOLY FARKING COW those are the best game graphics I've ever seen!!!! :eek: </font>Originally posted by Agua:</font><blockquote>quote:</font><hr />Originally posted by Pvt. Ryan:
</font><blockquote>quote:</font><hr />Originally posted by Agua:
</font><blockquote>quote:</font><hr />Originally posted by Pvt. Ryan:
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yes try 4.05 - well organized
Are you trying to install CMMOS on a drive other than C:\ ? For some reason (i found)it does not setup correctly if you install to a D:\ or E:\ drive, but reinstalling it back on C:\ made problem go away
[ May 11, 2004, 06:30 PM: Message edited by: worfare ]
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problems with 4.05a
I got it this morning and loaded it up at work - fine no problems
Got home tonight and tried to load it on to my D:\ drive where i keep all my games and it kept crashing on the 2nd part of the install. Thought it was very odd kept saying it couldnt write to the folder, so for fun I decided to do the same thing as I did at work which was to leave default directory to the C:\ drive and it worked no problem.
Not a big deal - i can keep the mods on the C:\ drive. Would be nice if i could keep everything together tho
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Ghost Recon - best online FPS multiplayer tactical experience, never gets old, cant wait for GR2
COD a little but too arcadish/too much bunny hopping to be "realistic"
HTTR and SP:WaW
Future of CM? To combine GR graphics with SP:WaW amount of equipment and TO&E flexibility
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i agree with Markl above. I had been following the instructions of how to convert the cmbo mods for uploading with CMMOS 4.03 and while having a lot of success I was discovering lots of duplicating / cross referencing of mods which makes for more files than are actually needed. there is no reason to have for example "Joe's Pavement mod" showing up in two different zip mod files
Synopsis: BFC’s recent comments on the CMx2 engine [Long]
in Combat Mission Shock Force 1
Posted
As an example RSE (Red Storm Entertainment, makers of Ghost Recon and the R6 series) character models are in the 1000-1200 poly range. The weapons come in at around 150-300 polys. I dont have the numbers on the vehicles handy but think they too are high with all the modelling I've done.
Get your models down into the FPS count like above and you'll actually be able to include more soldier models for your squads, making that 1:1 ratio more realistic if not pratical.
Take a closer look at CoD, GR, R6 etc. Quite amazing what 1000-1200 poly characters can do with textures.
Im sure most would agree the FPS models are far superior to what is currently in CM now, more than enough in detail for what would be needed, and yet approx. half of what you are proposing.
:confused: