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#101
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Intel Q9550 @3.3ghz(OC), Asus rampage extreme MOBO, Nvidia GTX470 1.2Gb Vram, 8Gb DDR3 Ram, Win 7 64bit ultimate edition |
#102
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Dude...you walked up behind him and virtually sucker punched him.. not sure why you felt the need to call him out like that. Everyone realizes you both have had your differences in the past..let it go.. there is no fight if no one throws a first punch! Very frustrating bro..very frustrating....
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![]() Windows 7 Home Premium 64-bit/AMD Phenom(tm) II X4 B50 Processor (4 CPUs), ~3.3GHz/NVIDIA GeForce GTX 460 2gig/8gigs of RipJaw 1600 |
#103
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Thanks for the intel guys.
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Last edited by Skoshi Tiger; 01-03-2013 at 01:04 AM. |
#104
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I first came across it for CLoD where it works wonders for me. Alters that yellow haze across everything and adds FXAA which really helps the visuals. There is minimal, if any framerate hit on my fairly puny system when using it in both games. |
#105
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Not sure if view distance has any relationship to the relatively small amount of moving objects that can be placed on the RoF maps either. |
#106
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They also talk about limitaions of object numbers! http://riseofflight.com/Forum/viewtopic.php?t=31847 Cheers! Last edited by Skoshi Tiger; 01-03-2013 at 04:45 AM. |
#107
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I was talking about how ROF renders aircraft at mid and long distance, maybe my terminology is wrong but it seems there is no drop in detail to low LOD's at distance.
This allows for easy target ID at range and also helps with immersion for me.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#108
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Cheers! |
#109
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#110
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In that same document they talk about 'rules' making these objects and for placing building and block objects in maps for mission building. Quote:
I was going to play around with the SDK and make some 3d models but the tools supplied with the SDK only work for 3Dstudio Max 8 and I've got the 2013 edition of the software and the plugin's don't seam to work with it. Pitty! |
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