Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-26-2011, 12:51 PM
BadAim BadAim is offline
Approved Member
 
Join Date: Oct 2007
Posts: 984
Default

[QUOTE=Peffi;228663]
Quote:
Originally Posted by Skoshi Tiger View Post
How many times does a developer have to say “The colour is dependent on the lighting conditions”? bla bla bla
QUOTE]

Question for Skoshi Tiger: How many times has Oleg said that "the color is dependent on the lighting conditions" ? Do you know how many times or are you just in a mood to criticize people that voice their honest opinion because you are whiner yourself?
EXCELLENT! Now that's more like it, a beautiful example of a compound whine: whiner complaining about whiner complaining about whiners.
__________________
I'm pretty much just here for comic relief.
Q6600@3.02 GHz, 4gig DDR2, GTX470, Win7 64bit
Reply With Quote
  #2  
Old 02-26-2011, 01:04 PM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

First, the comparing of a Emil with a Gustav is worthless.

Second other Pictures of Emils:

Reply With Quote
  #3  
Old 02-26-2011, 01:20 PM
B25Mitch B25Mitch is offline
Approved Member
 
Join Date: Jan 2011
Location: Brisbane, Australia
Posts: 35
Default

Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.



This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow:



Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing.

Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
Reply With Quote
  #4  
Old 02-26-2011, 01:44 PM
Meusli Meusli is offline
Approved Member
 
Join Date: Oct 2007
Posts: 376
Default

Quote:
Originally Posted by B25Mitch View Post
Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
Hurray, somebody who knows something. Thanks for the explanation as even I understand that.
Reply With Quote
  #5  
Old 02-26-2011, 02:59 PM
McHilt McHilt is offline
Approved Member
 
Join Date: Nov 2009
Location: Netherlands
Posts: 117
Default

Quote:
Originally Posted by B25Mitch View Post
Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.



.............

Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
That explains it very clearly! thx a lot for your effort!
@BadAim: you're right about the stabiliser... hence the position indicator: - 0 + I could've known....
Reply With Quote
  #6  
Old 02-26-2011, 03:27 PM
Skarphol Skarphol is offline
Approved Member
 
Join Date: Oct 2007
Location: Fjellhamar, Norway
Posts: 257
Default

Quote:
Originally Posted by B25Mitch View Post
Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.



This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow:



Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing.

Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
Thanks for your explenation Mitch! I found that gap in the shadow peculiar. As this gap has not been seen on other pictures, I guess the problem occures when the light hit the joining of those to surfaces at very special angles.

Skarphol
Reply With Quote
  #7  
Old 02-26-2011, 08:14 PM
major_setback's Avatar
major_setback major_setback is offline
Approved Member
 
Join Date: Oct 2007
Location: Lund Sweden
Posts: 1,415
Default

Quote:
Originally Posted by B25Mitch View Post
Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.



This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow:



Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing.

Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
Quote:
Originally Posted by Skarphol View Post
Thanks for your explenation Mitch! I found that gap in the shadow peculiar. As this gap has not been seen on other pictures, I guess the problem occures when the light hit the joining of those to surfaces at very special angles.

Skarphol
It has shown up in quite a few of the earlier pictures. I've noticed it quite a lot. It shows where the aerial mast joins the fuselage (look at the big/close 109 screenshot in this weeks update), and on exhaust covers for example. You can see it on an opened spitfire door, and under the Hurricane tail too.
It looks like they (understandably) try to avoid taking screenshots from certain angles because of it.



Aerial and 'floating' engine intakes:



Exhaust cover and tail:
__________________
All CoD screenshots here:
http://s58.photobucket.com/albums/g260/restranger/

__________


Flying online as Setback.

Last edited by major_setback; 02-26-2011 at 08:17 PM.
Reply With Quote
  #8  
Old 02-26-2011, 08:44 PM
major_setback's Avatar
major_setback major_setback is offline
Approved Member
 
Join Date: Oct 2007
Location: Lund Sweden
Posts: 1,415
Default

I'd say that the pilot here is the right size. I can't imagine he could be much bigger:



It looks an improvement on this:
__________________
All CoD screenshots here:
http://s58.photobucket.com/albums/g260/restranger/

__________


Flying online as Setback.

Last edited by major_setback; 02-26-2011 at 09:06 PM.
Reply With Quote
  #9  
Old 02-26-2011, 09:34 PM
Sutts Sutts is offline
Approved Member
 
Join Date: Jan 2010
Posts: 566
Default

It does look better but could just be the angle of the shot. He sure looks like he's just had a broom shoved up his a$$ in the second shot.

I'd love to see some oxy masks too. Goggles down without a mask was not a common sight from all the evidence I've seen.

Last edited by Sutts; 02-26-2011 at 09:36 PM.
Reply With Quote
  #10  
Old 02-26-2011, 09:54 PM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

Quote:
Originally Posted by Sutts View Post
It does look better but could just be the angle of the shot. He sure looks like he's just had a broom shoved up his a$$ in the second shot.

I'd love to see some oxy masks too. Goggles down without a mask was not a common sight from all the evidence I've seen.
+1
also, few wore these mark IV goggles
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:38 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.