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#131
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The buildings look great but they will be of no use if they just pop up from been faceless like they do in the current game. I really hate it when it does this and I hope the patch will sort that out.
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#132
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Besides that, my point was that we can already recreate such villiages, convincingly enough as far as I am concerned, in IL-2 1946, so this is certainly no trump card for Battle of Moscow. |
#133
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yes there is a difference, a drop of fps for something that probably i'll never see for more than 0,5 sec.
btw hope that will function everything well, but in my personal list of wish things there are tons of stuff about playability before of that.
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#134
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Yep, the houses look very good, but for some reason it looks that this studio can't get the landscape colors, for any places in the world, looking right !!!
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#135
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I have modelled the Slovakia buildings to match the IL-2 tech. requirements and taking into consideration the fact that 90% of time they will be viewed from at least couple hundred meters. So no need for high res textures or overdone 3D models.
Since CloD offers (or will offer) a ground battle simulation, the houses need to be more detailed. I like the models presented in this update. Style and colours nicely match the terrain. I would love to see the damage model as well. I was hoping that CloD would introduce at least 2 stage damage (light an heavy). Maybe next Friday.
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#136
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#137
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actually, the mottling is looking not too bad (in the image in Foo'bar's post)
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#138
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The Towns,Villages and other map features have always been placed on the maps we recieved in previous releases and with the up and coming capability for ground battles the relevance of higher ground detail and object density with more attention to accurate mapping is more far more pertinant .The work looks good, so for those who like to show encouragement then why not tell the designers,it`s their choice ? No-one has said the GFX detail a trump card in this case but never the less is what we can expect to see when we fly over or drive on the map.I would be happier building missions in FMB for BoM rather than having to build the target towns and villages first .For military targets close to towns and villages ,yes ,many have all built missions with specific installations like transport and equipment depots in 1946 but we do need a well populated map to start with in CloD & BoM. If what you are saying is you want more access to objects in FMB as in FB 1946 then I agree on that. I think that more of a concern for many is the hit on FPS if the details are so much higher & will this effect their PC`s ability to run the game with any fluidity at present. Until the new GFX engine is rolled out and any bugs in it are fixed then we wont know.There is the options to turn down the detail as there was in previous releases. |
#139
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BlackSix, are these new trees or the old 'fly through them' trees?
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#140
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In my opinion, while the house models and detail are outstanding for a flight sim, they are only barely good for ground simulators today´s standards.
From the flight sim and aesthetically point of view, there are three items where improvement need to be done to vastly improve the immersion, without which is no important how well done are the buildings or landscape items models: - Ground surface texture at medium distance. The nice detail texture and grass is good only for the few closer meters, which you almost don´t see never while flying. The medium distance texture looks always blurred and very low resolution, and I think it´s the bigger landscape flaw in COD right now and it makes spot of ground units very difficult as it fool your sense of scale. So I would add another detail level texture for medium distances and also improve the ground detail texture in cities. - Landscape life. For me this is the total immersion killer from a landscape point of view. You have very nicely landscape, but it is a dead landscape. Add some vehicles moving in the road or parked at the cities. Some birds, some animals, some smoke fires... and the magic is done. You have a breathtaking living landscape ( for people with systems that could move that at least ). - Terrain blending and limits. While the terrain tiles are very well done and are hardly noticeable but from very high altitudes there are two very clear ways to improve them. Airfields ground texture and blending with surrounding textures could be very improved so it fits in a more believable way. Roads should impact the textures behind them, may be cutting the terrain tiles patches so roads become real terrain limits like in reality. Also primary roads look smaller than in-texture secondary ones, which looks estrange. These are my constructive two cents for the landscape.
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Win 7 64 Quad core 4Gb ram GTX 560 Last edited by Ailantd; 04-07-2012 at 04:27 PM. |
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