#1071
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As maybe not everyone knows, SaQSon has his own kind of express things. Additionally, the language barrier here let us understand different things ("requesting" or "demanding").
The posting of Lagarto wasn't understood by me as a demanding (and I hope, its the same with the team). And as JtD already said, the truth in SaQSons speach is: we could do more with professional help from extern.
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
#1072
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Quote:
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
#1073
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please check the hit point of aircraft especially in wings, because, if you are doing a roll and get a hit by a 20mm or high caliber, your plane is forced to roll to another side beacuse impact force, but after that impact you cannot roll you plane for about 0.5sec~, in other words, you freeze to that interval, and this can change the situation of the combat, i didn't know if this happen only here, i usually fly in the spit, and always when get hit of 20mm (30mm or high rarely the wing wont broke) in a roll i cannot continue the roll immediately.
thanks. sorry for my cr** english.. |
#1074
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Caspar - since you mentioned being able to do more with external help - I was wondering if DT and mod makers are mutually interested in joining efforts. I'm aware that many 3D models are not up to your standards but what about maps? I've seen some WIP screenshots of Donbass (eastern Ukraine) and Caucasus maps, for example. Is there any chance that you incorporate them into your future patches? I hope the subject is not too sensitive to discuss it here
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#1075
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Quote:
Also, GIMP is free and does most of what Photoshop does. For 3d modeling, 3DS Max educational version is free to students and staff of educational institutions. |
#1076
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I fondly remember the ability to encounter random planes and random skill levels in CFS2. For IL2, there are third party mission editors which already implement this (UberDemon's QMG), so it's definitely doable. http://uberdemon.sushicereal.com/index2.html And not just random plane types and skill levels, but also random heights, maps, starting times, weather conditions and just about everything else. |
#1077
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Quote:
__________________
---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
#1078
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OK, Caspar. I'll ask directly. Why TD does not want to make certain "things" ? There have been many requests or wishes for e.g. Hurricane Mk.IId or Mk.IV. Yes, they exist as mods, but this is no option for users, who do not want to use them.
As far as I can see, TD has never made anything what allready exist as mod, it was allways something else. For example manual bomb bay doors. Will we ever see this made oficial or never, because it was made first as a mod ? I just like to know... |
#1079
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Caspar, are there certain standards a map has to meet to be included in an official patch, comparable to the standards for new aircraft?
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#1080
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I'll try to answer:
@ dFrog: making a mod is much easier and less time-consuming than a properly built model. You mention the Hurricane IId. If you check the Vokes filter on the modded model, you'll recognize that it is just the mesh of the Spitfire Vc copied there, IIRC with no LODs at all. As already said, there are few 3d modellers within DT, they (we all) work for free in the spare time so we would like to retain the freedom to choose what to model. A help from the community would be more modellers willing to work under specs. The few that decided so are doing an outstanding job! @ Juri: yes, there are some specs also for maps. I'm not an expert so Caspar can be more precise. Anyway, here are some tips: Generic: - maps representing WW2 scenario or pre-WW2 conflicts are welcomed. However, regions under 1C veto are not allowed. These are currently the English Channel, the MTO and Korea; Situation could change in the future but is is hard to say at the moment; - Map should be 1:1 scale and possibly not too large; - Size should depend on object count. For comparison, take Solomons map as an extreme limit; - Maps with reduce scale are ok if distances involved are too large; - Rivers should be at sea level. Isolated lakes can be at higher altitude; Objects: - custom objects should be made under specs, both polycount and texture-wise; - Objects coming from other games are not allowed; - Re-textured objects with binary meshes are not allowed; 1.Textures: 1.1. File format should be standardized, (large TGB, smaller TGA, add bump and tree sub-textures for each main texture) 1.2. Roads, hedgerows and other similar and prominent terrain features of the textures should be tile-able between different textures. Would be even better, if painted roads will (sat least partially) fit into map road grid. 1.3. If RL photo was used to create texture, any buildings and other anthropogenic features, except roads, should be removed from the texture (a blurred "shadows", where buildings are supposed to be may be left only). 1.4. Last, but not least: all textures within one map should be in relatively same color gamma. Bump maps from different textures should also be unified (without large difference in contranst between different files). 2. Texture placement on the map: 2.1. Textures with noticeable structure (like fields, for instance), which produce pattern effect should NOT be placed alone. Instead a random mix of 2-4 similar, but different textures, which has tile-able edges should be used. 2.2. Rivers MUST have an underlying textures along whole it's length. 2.3. Textures and objects should be placed in realistic manner, resembling real life. Like: no fields on steep slopes; fields are usually separated from rivers/sea with a grassy or forested area; hill tops use brighter textures (due to fewer water supply) and so on. 3. Other stuff: 3.1. Far map texture should be produced after final texture placement. 3.2. Preferably that user map images would be made in standard IL-2 manner.
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