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Well done the pic's look really grate and i cant wait to jump in and fly around for a look.
Well done good job and good to see you. |
Man, those ground details very good. Thanks...
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The switch away from Open GL took place a while ago. There had been two camps at Maddox Games, the pro-OpenGL camp and the pro-DirectX camp, for a while. Eventually the arguments of the pro-DirectX camp won over, so the switch was made. It wasn't a particularly dramatic event, just a logical evolution of opinion based on a bunch of boring technical details.
Regarding the colors, once again, this is work in progress. Oleg specifically said that it's being worked on, that it's not final. So please think of it as a glass half full. A lot of features go through this annoying development phase where it takes forever to get them perfect. It can take 3 days to build a feature to 90%, and a month to get it to 100. That's where we are with the visuals. It's a hugely complex system with lots of components, each at a different stage of completion, so at this particular time it happens to result in the picture we're seeing right now. Glass half full, guys, glass half full. A bunch of smart, talented, experienced people are coming to work every day to work on the graphics. Oleg is constantly breathing down their necks and hounding them over each tiny detail. The visuals are a HUGE priority for him personally, huge. Have a little faith in the man. |
You can see it's WIP in several areas, but it's VERY promising IMHO.
Of course some colors look to bright, the textures too blury, especially at some distance, but if you take a look at picture 0116, you'll notice there's barely any atmosphere rendered at all beyond the clouds. You can see the sharp horizon in between the clouds. Once haze is enabled and set up correctly, it will probably blend colors and textures nicely. IMHO it's even more obvious looking at the Spitfire and the Bf110. It's simply some layers switched on and off. While the Bf110 shows the reflections and bumpmaps, the Spitfire has switched those off and shows how detailed the textures are. Long story short: The screenshots are not what the game will look like, but what makes the differences. That's also true for the trees - it doesn't mean they will stay like that, but rather like: "hey, we don't use layered textures to show forests, but individual trees!" |
Well said Ilya (luthier)
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Keep up the outstanding work. DFLion |
Thanks Luthier...Visuals are very important to me aswell. You can have the best FM possible but if it doesn't look right, it kills it for me.
I can't imagine how difficult it is to bring all these features {FM, DM, AI, Moving Weather Patterns, Cinematic Terrain, and aircraft } together with playable frame rates. |
luthier(quote)
The screenshots were taken on several computers, mostly on an Intel Core 2 2.66GHz with 2 Gigs of RAM and an NVidia 8800 GTX and a Athlon 64 3800+ 2.0 GHz with 2 Gigs of RAM and an NVidia 260 Did the Athlon system have a desent frame rate? I ask because I'm running a slightly stronger Athlon system now...and it would be nice to not have to do an up-grade |
Oleg do you plan to show any 'In game' shots of SOW in the near future, for example a formation of heinkels or a screen shot of a dogfight over England, something where we can get a true picture of what your creating. I know you said these recent screens were 'in game' but they appear to be WIP shots rather than shots taken from a running game.
Many Thanks. |
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?...they seem to all have (grab) in file name...I think that they are in-game shots |
oh ok, I meant from the battle of britian aspect the original concept of the sim.
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EDIT: Nevermind.
Well, got your point, Tree. There was a 110 and a Spitfire. I'm happy with just that :mrgreen: But yes, I would also love seeing those Heinkels all around (but I don't know if the computers used would hold it steady with some 100 bombers and gunners and bombs and England and everything else). As someone said, there's one thing I would really love to see: the shadow of a 109 over that Spitfire cockpit. THAT would be awesome. |
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Yes I would like to see England from above as well |
Misunderstood you on the first post, sorry. Already edited it :grin:.
It's just that your comment sounded a bit strange at first, but then you clarified it. EDIT: I'll stop editing, we're both writing way too quickly here :mrgreen: |
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Flyby out |
I have a bad feeling, that this game will take rest of my free time :grin:
I Hope they will support DX11 as it is DX brakethrough like DX 9 was. |
Going a bit off-topic, is DX 11 already out, and what's actually that different between it and older versions?
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The framerate we get on these specs today doesn't matter. No one can guess now at the framerate we will have in the release under what graphic settings. I could say what framerate we hope to have on this machine in the release, but a lot of people have a very twisted idea of what Work In Progress means, so I won't. Quote:
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A promising start to what I hope will be regular updates. There's been a couple of great sims come out recently, and I'd wondered if maybe subject matter of BoB might be a bit tired, but the moment that first Spitfire cockpit shot opened, I've got all my previous excitement back.
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Hi Oleg,
thx for the new screenshots, it's great to see the work in progress the spitfire cockpit looks amazing !! this shot interests me the most, with a low flying aircraft looking down at a road (altitude +/- 250 meters ?) http://files.games.1c.ru/il2pict/grab0126.jpg in real life from a small aircraft at 1500 meters above an open road you can still see individual cars clearly standing out as moving or stationary object on the open road. this is historically what ww2 pilots reports they used in hunting for ground targets, and anybody in real life can easily confirm this by flying in a small aircraft over a road (as i am sure you have many times) in il2 this has sadly been a big weakness, and you have to be at +/- 250 meters altitude to have a hope of spotting a truck or tank. this means you have to fly MUCH lower and slower then in real life to spot or track your ground targets (giving you much less visibility to the sector you cover, and more vulnerable to ground fire) could you PLEASE keep this in mind with BoB as you finalize the tank/truck distant LoD models, and compensate for a flat 2D pc screen trying to model a distant 3D object by making these smallest LoD models stand out more against the background textures (instead of blending in to much) ? the new ground vehicles look great in closeup right now, but we will need to be able to see them from 1200 to 1500 meters to :) |
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I really appreciate your answers, thank you for taking the time. I liked most of the pics, and particularly the lighting fx and the shadows. The Spit cockpit is incredible, I've never seen such a photorealistic object in a flight sim ... it makes even the Il-2 best cockpits look shamefully poor. The workload on the game programmers must be enormous, I can better understand now why so much time to develop BoB ... Ground objects are very detailed, but the wooden surfaces (e.g. control tower) are not too natural, they need improved texture/color IMHO. The control barrack is beatiful, with objects inside, with their shadows and lights. The truck below the tree shadows of pic110, with light spots from branches, is gorgeous ... I can't imagine how CPU consuming is it though, if it will dynamically updated. I noticed that clouds are of different types and height in the same area, is the weather system dynamic ? Smoke looks greatly improved from Il-2, is there some sort of particle management ? Planes are good, rivets and doorbays and all ... too good if they will be the same in-game. Terrain is VERY WIP IMHO ... so no comment on that. But trees look promising. For a WIP it looks promising indeed. Keep up the good work, it looks like you're closer to the goal. Best regards, Insuber |
a small DX11 video
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what do you think of DX11? Flyby out |
Holy ****!
It looks awesome!! But it somehow remembered the graphics of Brothers In Arms: Hell's Highway. |
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2) Underwater will be modelled (ongoing jokes about Oleg doing a diving photography sim aside) 3) An interview a year or so ago reported tests of the physics engine which showed barrels being blown by a shockwave and bouncing off a wire fence. However, if you look closely the two nine barrel packets have identical rotations for the barrels - so they are placed as a single object at least. My guess is that the engine has more capabilities than we will see (or have the processing power to run) in the initial release. Maybe, Luthier or Oleg could drop a hint? 6) Yes, curved roads (and railroads) have been confirmed for a couple of years. :D Oleg, is also using a new system that encodes some information for the AI as part of the texture map pixels - so tanks will be able to know how to go between trees and head down those little English footpaths (possible in theory at least). As for the others, I have no idea. I've heard the some larger ground objects will have more than two damage states but that most buildings will be simplified considerably when compared to vehicles. I for one would love to see a more advanced damage model for bridges, trains and ships. It would make a good update. Fingers crossed ;) |
Hello Oleg!
Thanks for this much expected update! I loves everything in it knowing that it is by no means final...however I am (just) a bit worried: Some of the cloud renditions are beautiful mainly by virtue of lighting and certain nice cloud shapes use (central part of 130) but as far as images 101, 111, 116 & 131 are concerned am I mistaken or are we still in the IL2-type last generation clouds? I am too much of a RL pilot not to be overly sensitive to and knowledgeable about the cloud shapes, textures and sheer beauty... No simulation so far has ever been able to render proper clouds, of which bases are most often flat and shapes very sharply defined and complex from afar and becoming fuzzy on closing range...The clouds shown are OK on the last criteria, completely wrong on the first (cotton ball effect against cauliflower effect to summarize drastically)! I am absolutely persuaded you know very well about this and I just would like to be confirmed that the cloud/weather part is the one visuals-related topic you will want to keep veiled until very late in order to blow everyone (and RL pilots, and FSX simmers, and...and...!) out! Thanks again you and your team for your work! JV Masset |
someone know how is the link to the Oleg full gallery?
http://img36.imageshack.us/img36/4503/grab0004h.jpg is in http://forums.games.1c.ru/ buth i dont know russian languaje. i junt want see a little more. nothing more...;) |
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A nice thing while reading stuff into this image, there must be a plane behind him firing as the damage seems to have occurred in the air (viewing the messages about damage and time compression etc)... They are at least firing on each other in the air then, and damage occurs to different sub systems like it should... /Mazex |
might as well ask now
Oleg,
1- Once (or even before) Sow_BoB goes into beta testing, will the testers be allowed to post in-game videos as was done with DCS Black Shark? Screen shots are ok, but a video goes a long way. 2- Can we have a few screen shots depicting multiple aircraft over either French or English territory, or even over the Channel (from an altitude of about 4k meters)? if ya don't ask, they can't tell ya "no". ;) Flyby out |
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no sand beach = no swimsuit women:mad: |
Any idea about support for ATI's Eyefinity
The prospect of using eyefinity with this game is very appealing, any chance it's supported?
Also which DirectX versions can we expect to be supported? |
are that 3 pics,
i cant find any more http://img36.imageshack.us/img36/5598/grab0003t.jpg http://img36.imageshack.us/img36/184/grab0000e.jpg |
the attentionspan in this forum seems to be even shorter then on youtube, doh.
first: oleg tells us that the colors are to be tweaked...and then i see one post after another that the colors are ALL WRONG. why so many people these days need to open their mouth if they have nothing to say. this update is clearly an engine demo and not to show off the recreation of britian in its true colors. you should point your attention to: - normalmaped landscape and game objects - hdri lighting - (hardware) geometry instances (trees, grass) - lots of cloud particles - great attention to details from the modelling team - curved roads (based on projected splines?) - landclasses for terrain? - realtime shadows with self-shadowing even on alphatextured geo (grass) - great view-distance - clever LODs (e.g. grass only visible when it makes sense) hdri lighting alows for great lighting changes and affects the complete scene. at sunset everything gets a orange hue, at noon a more blueish look. seems like there are also post-fx like object-based motion-blur. (camera motion-blur too?) add in some vignetting and a DOF and things will look very good. dont let youself be fooled by the crazy colors you see here. the features that make a great render are all there it seems...and this is much more important then to show a landscape that looks like britain. (content can be done by the comunity if it might suck,...the core engine not) so lets be happy and not fall for pointless topics/wishes like vegetation grow based on weather data...doh, its nice to see olegs creation inspire people but wishes should stay reasonable i think. the holodeck is not around the corner...and oleg is not trying to build it anyway. my questions: - do clouds cast realtime shadows - will there be volumetric effects? (sunbeams through clouds,...) - do you plan to show lots of situationbased post fx e.g. wounds that cause blurred/darker/reddish vision or stronger vignetting, stronger blurring of the vignette with higher speeds? - are instanced geometries collisionobjects (trees) ps: i created a google wave for STORM OF WAR you can find it by searching for "group:storm-of-war@googlegroups.com" |
I just want to start by saying Thanks Oleg for these screen shots, it looks like its really going to be yet another great sim.
As for my question, I understand you have always made your games to be able to run on different levels of pc's and that is a wonderful thing and I'm sure this one will be no different. However, My question is, does the game engine have the abilty to specifically take full advantage of a quad pc ? I know a few of the next gen game engines are being designed to take full advantage of a quad core processor, so I'm wondering if this new game engine is designed with that in mind also ? Keep up the Great work ! DESODE |
Thanks for the update Oleg. The Spit cockpit surpassed any idea I had of what we would be getting. Incredible detail.
I'll be looking forward to the weekly update. It'll be fun to see how the game changes over the next year as you build to the release. :grin: PR |
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/Mazex |
The cockpit, planes, ground vehicles and clouds look great. Water/beach doesn't look as good as in that early video and the ground detail/lighting isn't on par with Birds of Prey yet but this is still WIP so I know that'll change. My only concern is if the other maps have flat terrain like this one, but I guess they don't...
Big thanks for the update, keep up the good work! |
Aircraft look fantastic absolutely the best in the business.
But for the colours used for ground and ground objects I have my doubts. And I wonder how London will look like in the game. In comparison with other games: IL-2 Birds of prey, the ground of this game is really good: http://i8.photobucket.com/albums/a23...rey-200904.jpg http://i8.photobucket.com/albums/a23...sOfPrey_05.jpg http://i8.photobucket.com/albums/a23/bloblast/0031.jpg New game from ??? posted on SimHQ: http://i8.photobucket.com/albums/a23/bloblast/Shot3.jpg http://i8.photobucket.com/albums/a23/bloblast/Shot7.jpg |
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+1. Ins |
Looking really god Maddox, keep working hard on that game and I can promise you that this is a sure buy :grin:
Thanks for the update! :) |
All I can say is that visuals seem fantastic.
This cockpit, oh my, what a joy :) I'm really looking forward to know more about other important parts of the game ;-) |
Its prob just me, but I think this game looks pretty bad :confused:.
I've been playing Il-2 1946 a lot over the years, and lately also some BOP on xbox. I almost preffer the way the 1946 planes look :confused:. When I see the outside picture of the spit, I think it looks strange, it looks like it does not belong in the surroundings and it looks fake. Also the ground, just looks lame to me. The ground in BOP is insanely great, the ground in 1946 is very basic. But I actually like the 1946 ground more the the sow ground. The sow ground looks like the ground of a old adventure game :confused:. I'd rather see a BOP port to PC. And after porting, just improve the flight models a bit to be more like 1946. I reallllly like the first screen of the cockpit:http://files.games.1c.ru/il2pict/grab0100.jpg but the 2nd screen just makes me laugh:http://files.games.1c.ru/il2pict/grab0101.jpg http://files.games.1c.ru/il2pict/grab0126.jpg <-- in those spit exterior screens, you can see every moddel layer or something :S. anyways, I think it just looks weird :S. Also the lighting looks strange I think I read somewhere that lighting etc was still getting improved? so if thats the case, than by all mean ignore the comments about that Dont get me wrong, If the gameplay is better than that of 1946, Its the game for me, but the looks of the game kind of anoy me |
MorgothNL(QUOTE)
but the 2nd screen just makes me laugh:http://files.games.1c.ru/il2pict/grab0101.jpg I think that that map is intended to be a on-line furball quick action map...but I understand what you are saying, you are seeking realism, and are a simer at heart, as am I |
Morgoth, that's probably because we've got used to those weathered skins on IL-2. Check Oleg's news topic, it has some pictures showing how weathering will work.
It will look better after some sorties, don't worry :-P. Plus, if you don't like the defaults, you can make your own skins, as we're used to do on IL-2. And, at last, it's not even beta, and if I got it right, the graphics are going to look way better than now. |
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I'll be waiting for new screens, I do hope it is indeed very much pre-beta, and this is just to give us an idea. |
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Am I the only one that thinks BoP graphics are too exaggerated? Images are a bit blurry, there's that dark ambient all around it, perfect for a console simulator, aiming for a younger audience, or those fighter pilot romances, but I don't think I would like it on Storm of War. It's supposed to be REAL. Tell me, when you take a plane for vacation, a business meeting or something, the view you get is anything close to what you see in Birds of Prey? It may look good, I agree, but it isn't very photorealistic. I didn't mean to offend anyone, it's just my opinion.
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A port of BOP to PC with nothing but FM fixes would still be about as bad as the console version. They have a lot to fix.
1. The way the difficulty selection is setup sucks (only 3 options). 2. Sim mode is broken because you can just keep checking the map to avoid being bounced 3. No dedicated server option (as in the community being able to setup dedicated servers, not the developer). The multiplayer is just poorly done all around. 4. The damage model in BOP is overdone hollywood style effects - the one in 1946 is still way more satisfying when you tear a plane apart. 5. Scoring in multiplayer - no requirement to RTB to collect full kill points. The requirement in 1946 to RTB improves gameplay. Players fly cap to control airspace over bases for those landing. In BOP, you just fly until your plane explodes. 6. They clearly intend on using one cockpit for all variants of a plane like in BOP. The subtle differences in a series in the interior of planes in 1946 made that game amazing - the attention to detail is part of what makes 1946 enjoyable. Also keep in mind, this port they are doing will essentially be using a flight model that is around 10 years old. SOW will have a much more advanced flight model. I'm sure the graphics will be improved and I'm almost certain the textures on the planes are not representative of final versions. |
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Why those reactions....?
Well, I think this could be one reason why we are a bit ...disapointed...by the new update....
If we compare what we got in the past updates, and what we have now... The "ingame" objects look , lets say, not as good as the other ones... Ingame: http://files.games.1c.ru/il2pict/grab0104.jpg http://files.games.1c.ru/il2pict/grab0106.jpg http://files.games.1c.ru/il2pict/grab0110.jpg Old updates: http://files.games.1c.ru/il2pict/vvv-03_01.jpg http://files.games.1c.ru/il2pict/vvv-03_03.jpg http://files.games.1c.ru/il2pict/grass.jpg So it looks like a step backwards....I am not saying it is...But this is what we got after months of waiting... :rolleyes: But lets give a chance to Oleg and his team, and cross our fingers !:grin: Best regards to the IL2 fans... |
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The cockpit looks simply AMAZING. I mean it, AMAZING - photorealistic. Models of Spitfire and 110 are very nice, but look a bit like they're made of plastic right now (alpha footage, so that's understandable). The ground, however, looks very disappointing - but it's WIP, so here's hoping it will look just as good as in Birds of Prey, if not better. I hope you'll support DX11. Overall, thank you for the updates, looking forward to future ones. |
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The old pictures are taken from editors, the new pictures are taken ingame. That's no step in any direction, that's two different pairs of shoes. @ Bloblast screenshot from BoP: It does look good because of three things: 1. It a finish game, not WIP as SoW. 2. Because of No 1 it has enabled filters, as opposed to the screenshots OM posted. 3. It's concentrated on Hollywoodgraphics. If you'd strip the filters from BoP, it won't look much different. But at least you support Oleg in one point he made earlier on: If he'd post pictures from the unfinished product, everyone would complain, because it wouldn't look like the finished product. Seems he knows his community pretty well after all. ;) |
Really nice update!
Nice smoke, cliffs, sunset, cockpit, threes, glass reflection, sun, clouds, shadow... I would like that from cliffs to water are only 1-3 meter of ground , and also rock terrain, but ok if it is imagined as sand beach... Cockpit is too good. If you ask me, weather model is more important than visual, but to sell it, it haves to look great, I hope you will find some middle point of that :) |
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That is true...So ? Still, the editor pictures look better than the ingame... And we all assume that the ingame should be as good or even better ...Don't we? Look at the cockpits...They do look as good....:cool: So, if your are talking shoes now, beeing married for 16 years, I can assure you that you would NEVER persuade your wife that the cheapest pair does look as good as the expensive ones by saying: Honey, it's not that they're not looking as good, they are just different pairs of shoes....";) Salute ! |
Guys we really shouldn't pass any judgement on what we have seen so far, they are just some examples that Oleg has posted to show that work is in progress, obviously like feuerfalke has said there is more work to do, I dont think for one minute that the landscape we are currently seeing is anything like finished. Concentrate on the Spit cockpit - wonderful.
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As someone who has spent his whole life approaching land from the sea, a sand beach is a necessity to look realistic...more white paint Oleg:-P
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You are absolutely right. I am very confident that the finished game will look superb. I have great respect for Oleg and his team. I was just surprised by the number of negative responses following the new update, and wondered why. So my conclusion was that we were used to get, during the last 2 years, very nice looking screens from planes, terrain and objects. I compared the new screens with the ones we had seen for sooooo long and found that the quality was...hum...:confused: different. That could explain the "emotionnal " reaction :(.......Otherwise, we would have had only positive reactions...Would'nt we ?;) So lets move on and wait till Oleg says " Its finnished ! " Then , and only then we will be able so criticize his work... Salute ! |
+1 kalimba ;)
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I agree, it's only natural that the first in-game shots will be less than those taken from the rendering engine, especially when you consider the machines used for the shots. They are in no way representative of the best that will be available to us when BOB comes out. It's way easier for a 'puter to display a static render in it's creation engine than in a dynamic game engine.
As many have pointed out, check out the really cool new features like self shadowing, and the attention to detail and let the rendering stuff like color saturation slide..... those will be fixed as the game progresses. Above all......"patience grasshopper......" |
Appreciate the update Oleg.
A big immersion killer for me is the smeared oil paint look of the ground textures present in all sims. No matter how detailed the object placed on it, it looks fake and loses any sense of scale. Do you have any tricks up your sleeve to improve this? Some sort of procedural 'roughening' of textures as when you view them up close? |
We don't pan to have cartoon picture like on this shot.
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Its why we now look to some old digital photos as it is so suturated on new LCD.... Author of such shots tried to saturate on old LCD... then we get now resul of too saturated colors and some time contrast on moder LCD that have more right range of all these things. |
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Its why I told that don't take in account these colors in the head of dev. update. Even scales of some trees and grass will be other. |
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1. First of all would be good to read the header of dev. update. I will show Britain when it will be ready. Don't you think that others also didn't show the map a year before release? 2. Terrain there isn't bad, yes. But we have already better in detail with the close look. Remember, I told not only about controlable aricaft in future.... |
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The technology we have in some items never used in any game before. We will begin to sho such thing when it will be ready and tuned. But at the moment all aircraft will be new and without markings (that also would be weathering in time) 2. There is the beach, like you tell. I selected the point of view especially very low... until we will finish the smooth transition between too different textures. Because some would tell that is isn't so nice :). The water is traspatent. From underwater you may see something. |
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Especially about diffeent adngles to the surface, painted in camoflase. Something even on matter surface we may see the reflection of clouds in real life. Its what we are doing in technology. |
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Almost nothing to add! You have the Eye like Eagle! Answer your questions 1. Yes. 2. Probably. Depending of time before release. At least we have all in technology to make it looking realistic. And we have already 3D search lights :) 3. plan, but i don't think that lots :) 4. Each teee has collision. There are now just one type of trees and they are not like voted in the past by community one of the graphics settings. |
Wow! thanks Oleg.
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Can't help but being biased - any pics of the 109? A nice large cockpit shot perhaps? I'm in need of a new desktop background. ;-)
Oh BTW Oleg - you have mail. |
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Hmm.... I'm sure that this map will be one of the most playable in online later. Reading sugguesions of thousands users in the past for online gameplay we did it then(Ihave great compilation of users suggestions on my PC, accumulated for a long life of Il-2 on the market. Also this map will show most of the features for third party map creators... Don't you think about it? This online map demonstrating already too much that no one sim had in the past and probably long time will not have.... Adn I especaiily don't show all things on this map that we have there for demostration of 3D engine features that never was present in any sim and are useful also for the ground-water-underwater based gameplay. When I posted first in game shots of Il-2... some said that there isn't nothing new.... Then I begun to post later new and new shots of development progress and same these guys begun to say that it is too beatiful that to be real thing in the game.... The Il-2 then became N1 WWII sim in the world... |
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Where is the war?
Where is the storm? Why there is no soul in this game and looks like any other 5 years old directX game? With over 80% of the game finished... :cry: I am trying really hard to avoid any sarcastic comments about the "teletubbies", the "middle earth" and so on... Regards, |
Thank u very much Oleg.
The shot of the Bf 110 is the best yet (not counting spit cockpit, curved roads, clouds, etc etc.) with the sun glare and sun shining through the cockpit. Very nice, and keep em coming. Btw. I remember Luthier said he could post the fps count u had on the 2 pc u used to take the screenshots but he wouldnt, for obviouse reasons. By all means feel free to pm them just to me, ill keep em safe. ;) |
I know it has nothing to do with screenshots, but anyway worths asking:
Is the Damage Model ready? And, will it be complicated so we can "feel" various different "difficult" cases in getting back home when hit? Thanks, |
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Thanks for the screen shots, comments and all the effort you have been putting into this sim. |
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EDIT: As I said before, OpenGL has some extension for color management, but I don't know if something like this exists for DirectX. Anyway, it should be possible to tune colors on calibrated sRGB display and then make game to read color profile of display on startup and alter color curve (gamma ramp in DirectX?) by using information in that profile. |
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will there be explosions, electric fires, sparks inside the cockpit when hit?
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<Red Card for Nearmiss> your Shrek joke went down well with Oleg. :grin:
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1:0 for Oleg :o |
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What do you think about Rise of Flight's terrain (textures, trees, grass ecc. ecc..)? I don't care a lot about SoW cockpit, aircrafts ecc. ecc. because i know they will be superb, but i'm really afraid about terrain. What you say is right, but those Jurassic pics are really terrible......however. What is your personal task about SoW's terrain, first of all considering DX10, DX11? What do you ask to yourself about its quality? |
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Il-2 engine and then game + engne was in development 4 years. Then it was modified in time several times. BoB - is way more complex engine, several times more complex. Need more time for development that to get the product line with the life not for just one season, but for several titles at least. From the beginning there, like in IL-2 in the past, we need to put so many features-modules, that to satisfy the meets 2010-2015 at least. In the header of dev update very clear is done what I think about colors of the terrain in this dev update from the point of veiw of a professional photographer (you may try to find my photo website). Even these Jurrastic colors, like you said will be tuned. It is said already in other answers of Luthier and me. On the current modent we did technology, but using old, prepared for old variants of engine textures. They simply can't be right with all these nature lights effects that we are modeling in the engine, just cockpits textures and partially aircrafgt with cars, etc are already tuned for the new engine. Ground, water, etc - later. It is large, but simple work to change source colors of textures. At first we show that everything is going, flying, shooting (but with special development traces-placeholders, why I will not show it, same with explosions, flame... its way i did show just smoke on the back ground byut don't show the source of the flame producing so great size smoke.) |
Graphic questions
I noticed a couple of small things in the pictures of the Spitfire- in grab0126 the aerial seems to be slightly detached from the fuselage. The shadow doesnt touch the base.
Also, the shadow of the fuselage on the wing in both grab0126 and 0117 seems slightly jagged, it's something i have never seen in a render before. The gunsight in grab0100 looks quite dark. I assume that's a result of the cloud behind it. It may be that will be too lifelike and will be too difficult to see the aiming reticle in certain angles. I love the cloud effects in grab0116- the changing shadows on the clouds are awesome. My jaw dropped when i saw grab0111- it looks uncannily like a render i did back in the 1990's with a raytracing programme. The lighting through the clouds in grab0130 is a quantum leap from Il2. The translucency of the clouds and apparent volume are astonishing. I can hardly wait for a video of flying through them. It seems SOW might be real after all ;) |
The big cloud of smoke already gave me some smiles: Mr. Maddox is teasing us like in good old days of IL2. :grin:
Showing just enough to drop our jaws on the table and beg for more. Looking forward to some more screenshots. @150GCT_Veltro: Considering the "superb" detail in the cockpit, what makes you think that the external detail won't catch up to those high standards? :confused: |
I'm really curious to see whats coming.... :)
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2. Sure you saw it in other games. As more complex shadow - more compleх optimization. When it is in movement you almost can't notice that jagged line. However on the shot it may happens due to just one frame. In short words - you will see it better in movement, as well as other features. |
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