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  #1  
Old 12-05-2005, 03:12 PM
DraKon2k DraKon2k is offline
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Default New Player/weapon models

Hello, I was wondering if we'll have new weapon/player models in RO Ostfront, or if we'll have the same from the mod. Potentially you could use the ones from the mod, since they are 1A+, but I just thought it would be cool to have no models. So?
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Old 12-05-2005, 03:18 PM
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A+ is pushing it for the current player models but I agree about the weapon models. Theyre incredible. I know theres gonna be new player models but I dont know about weapons.
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Old 12-05-2005, 04:31 PM
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Quote:
Originally Posted by Amerikaner
A+ is pushing it for the current player models but I agree about the weapon models. Theyre incredible. I know theres gonna be new player models but I dont know about weapons.
The old weaponmodels where good enough for me, the renders looked completly different (much better) compared with the in-game models.

Just add a bit specular mapping (for better dynamic lighting, so don't add shiny speculars) and a bit normal mapping to improve performance.

Doesn't need that much work.

Btw, this is a very important question to me.
Will Red Orchestra: Ostfront 41-45 have water pixelshaders, will it have displacement mapping, etc and all fancy shaders which take away the polygon burden from your graphics card??
Please let me know, I'm eager to hear this.

Last edited by SgtH3nry3; 12-05-2005 at 04:36 PM.
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Old 12-05-2005, 09:07 PM
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I would really love to see some normal mapping/bump mapping in RO. Its my favorite graphical effect to date. However, I dont think its even capable on the Unreal Engine besides obviously UE3.
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Old 12-06-2005, 10:50 AM
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Of course it is. Remember this is Unrealengine 2.5. Itīs similar to 2.X and with 2.X (which is basicaly 2.5 but optimized for the xbox) it is definately possible since I saw those effects in Unrealchampionship 2.

Deus Ex 2 had bumpmapping too and itīs based on UE 2.5.
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Old 12-06-2005, 05:18 PM
Dcode Dcode is offline
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SWAT 4, Brothers in arms & splinter cell 3 (which uses heavily on shaders and HDR) all use unreal based engines.

Id love to see pixel shaded water in RO:O
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  Click here to go to the next developer post in this thread.   #7  
Old 12-06-2005, 08:17 PM
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Quote:
Originally Posted by DraKon2k
Hello, I was wondering if we'll have new weapon/player models in RO Ostfront, or if we'll have the same from the mod. Potentially you could use the ones from the mod, since they are 1A+, but I just thought it would be cool to have no models. So?
This should be evident by the media we have released.
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Old 12-07-2005, 09:36 AM
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damn....he found out our new secret weapon we added.....
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  #9  
Old 12-07-2005, 10:15 AM
Simon Simon is offline
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That secret weapon doesn't even look out of place. Truly surreal. :D
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  #10  
Old 12-07-2005, 01:58 PM
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Quote:
Originally Posted by vonRas
yeah those kamikazi flying discs are awesome! Pure fun to fly it
Yeah, but the flight characteristics are overmodelled... The real one (used against the Russians around Sevastopol in mid-1944) was heavier on the controls than the current in-game one. That's what I gather from what my grandfather told me - he was a squadron maintenance officer on them and the pilots would complain that it handled like a truck.

The one in-game now feels like a hockey puck, kind of skittish, though it looks pretty tight. As soon as they finish up the flight model and tweak the armament a bit, it'll be just like the real deal. Can't wait to bust up some tanks in that thing.
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  #11  
Old 12-07-2005, 03:19 PM
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How are the Vril Society reptiloid player models coming along?
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  Click here to go to the next developer post in this thread.   #12  
Old 12-07-2005, 03:29 PM
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Heh, I enjoy seeing the Haunebu II resurface in discussions...

For those of you who are unaware of the mythology behind it, the Haunebu project was claimed to have started in 1939 and the version of the craft in my render originated in 1942 as part of a secret German occult known as the "Vril." In regards to the specifications, it is said that the Haunebu II could reach well into the mach speeds (I found one article that cited ludicrous speeds of 6,000 MPH) or higher depending on what dubious source you use. The craft also featured four ball turret machine guns underneath and was powered by anti-gravitational technology.

P.S.- This was just an easter egg once found in one of our maps

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Old 12-07-2005, 05:23 PM
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And what a lovely easter egg it was.
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  #14  
Old 12-07-2005, 05:50 PM
Gunwing Gunwing is offline
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Quote:
Originally Posted by Yoshiro
And what a lovely easter egg it was.
You guys do know that that could never realy fly cause it's own wight would pull it down, and on top of that we don't have anti-grav engines to make these kind of wingless vehicles that flote. I realy ditest these kind of things cause they take away from the games true calling: WW2 Eastern front warfare!
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  Click here to go to the next developer post in this thread.   #15  
Old 12-07-2005, 08:53 PM
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Quote:
I realy ditest these kind of things cause they take away from the games true calling: WW2 Eastern front warfare!
Why are you even trying to rationalize this? The flying disc was merely an easter egg, meaning an object inserted into the map that is for entertainment purposes only that the player tries (or not) to uncover.
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  #16  
Old 12-08-2005, 03:00 AM
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Quote:
Originally Posted by Polygon
Why are you even trying to rationalize this? The flying disc was merely an easter egg, meaning an object inserted into the map that is for entertainment purposes only that the player tries (or not) to uncover.
.........and thats coming from a man who kept a count of all the threads he locked in his sig
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  #17  
Old 12-08-2005, 03:12 AM
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Quote:
Originally Posted by WickedPenguin
Yeah, but the flight characteristics are overmodelled... The real one (used against the Russians around Sevastopol in mid-1944) was heavier on the controls than the current in-game one. That's what I gather from what my grandfather told me - he was a squadron maintenance officer on them and the pilots would complain that it handled like a truck.

The one in-game now feels like a hockey puck, kind of skittish, though it looks pretty tight. As soon as they finish up the flight model and tweak the armament a bit, it'll be just like the real deal. Can't wait to bust up some tanks in that thing.
C'mon how could you guys miss this, brilliant. gg penguin
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  #18  
Old 12-08-2005, 06:32 AM
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Quote:
Originally Posted by Dcode
Id love to see pixel shaded water in RO:O
Quote:
Originally Posted by Amerikaner
I would really love to see some normal mapping/bump mapping in RO. Its my favorite graphical effect to date. However, I dont think its even capable on the Unreal Engine besides obviously UE3.
Yes me too, normal mapping is excellent it improves performance since the shaders replace some of the polygons and it looks so damn nice...

I'd also love to see some pixelshaded water in RO:O (preferrably in 4 flavours: PS 1.1, PS 2.0, PS 3.0 and Off)...
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  #19  
Old 12-08-2005, 06:45 AM
[CoR]MiccyNarc [CoR]MiccyNarc is offline
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Quote:
Originally Posted by Gunwing
You guys do know that that could never realy fly cause it's own wight would pull it down, and on top of that we don't have anti-grav engines to make these kind of wingless vehicles that flote. I realy ditest these kind of things cause they take away from the games true calling: WW2 Eastern front warfare!
I don't like you and I hope you die painfully.
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  Click here to go to the next developer post in this thread.   #20  
Old 12-08-2005, 10:15 AM
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Quote:
Originally Posted by sven hassel
.........and thats coming from a man who kept a count of all the threads he locked in his sig
Those who live in glass houses shouldn't throw stones....
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