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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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I think that's inpossible, because there is no land lower than the river. ( I think)
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#2
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I think too that's impossible because that would be too much processing power needed. |
#3
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#4
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Now add another trick, normal mapping (Dot3 bump mapping). Simplified, it's a texture, which tells the card to add extra height/thickness to a point on a model. Say white is very high/thick and black is nothing/zero. Lay a black&white noise texture over the crater and you get the inside surface to look like it's just exploded and it's covered with clumps of dirt and sand. These effects should have little effect on the frame rate, as they can be distance-indexed, so they start to show only when you get closer. Similar to the LoD models aircraft have. Bump mapping is an optical illusion, normal mapping really adds surface detail. Left is bump-, right is normal-mapped. Notice the visual edge of the spheres: ![]() |
#5
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. Oleg said a couple of times that craters will be bump mapped or similar (tessellation maybe), hopefully using the latest graphics technology for DX11. I find it amazing what the new techniques can add to a flat modelled surface: Video of tessellation on/off, a comparison: Tessellation explained: OFF/ON ![]() ![]() ![]() ![]() ![]() ![]() ![]()
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 12:10 AM. |
#6
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Surely this is not just a difference between ON and OFF. Those are completely different 3D objects being shown. Don't think just adding tesselation will magically make roof tiles in the right shape. Or?
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#7
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![]() The thing is, however, that this is hardly of any use in flightsim (appart from the cockpit model and water visual effects), since from the distance, a player usually see other objects in-game, the normal map works as good, as this feature. PS On a second thought, this feature also can be used for finer ground surface generation, where even a small bumps can be modeled. Last edited by SaQSoN; 11-01-2010 at 12:47 PM. |
#8
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I hope professional 3D people will be able to enlighten us sooner or later ![]() |
#9
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The picture: They are the same, but of course the model must be mapped in the correct way for the 3D effect to show...that is the wonder of this new graphics technology. It causes a lot less demand on your system than actual polygon modelling. I think you need a dX11 compatible graphics card to enjoy the benefits of it.
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 02:44 PM. |
#10
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![]() Using displacement mapping could work nicely with craters, as this adds more depth than bump or normal maps and there'd still be one flat texture per crater like in Il2. Using actual 3D objects is still difficult because they have to go through a separate rendering pass or they'll interfere with the land surface (the crater surface has to be under the ground level). And making the landscape itself deformable with the resolution to render craters would be even more difficult. But who knows, Oleg may yet surprise us. I guess he's already chosen a technique so it's a bit late anyway to give suggestions ![]() |
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