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Pilot's Lounge Members meetup

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  #101  
Old 01-02-2013, 11:33 PM
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bongodriver bongodriver is offline
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Quote:
Originally Posted by philip.ed View Post
Bongo, zip it up.

Why do you feel the need to constantly attack other members when unprovoked? You just made yourself look like a complete fool, and your naivety on the reasoning behind the implementation for Sweet-FX in RoF is astounding.

As Furbs said, it isn't to remedy a failure in the nature of RoF-proper, but rather to 'improve' the artistic/aesthetic appearance of the game, whereas the main use for CloD is to inject some form of AA (which, let's be honest, is a total failure in the game).

Those are the facts. Either deal with them, or continue sounding like a spoilt little brat who lost his favourite toy.
Oh god here we go, the gang is kicking off again, not enough brain power individually so the reincforcements get called in.
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  #102  
Old 01-03-2013, 12:10 AM
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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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  #103  
Old 01-03-2013, 12:55 AM
Skoshi Tiger Skoshi Tiger is offline
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Thanks for the intel guys.


Quote:
Originally Posted by furbs View Post
ROF doesn't have LOD's it renders the full high detail LOD at any distance, it also keeps the markings.
That must just be for aircraft? Other objects like buildings have LOD's or so it tells us in the "Buildings and blocks SDK" documents.

Quote:
4. Maximum number of polygons for LOD 0 = 3000, LOD 1 = 1500, LOD 2 = 750 and so on.

Last edited by Skoshi Tiger; 01-03-2013 at 01:04 AM.
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  #104  
Old 01-03-2013, 12:59 AM
arthursmedley arthursmedley is offline
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Originally Posted by Skoshi Tiger View Post
Just a quick OT question. Why does Jason over at 777 promotes this sweatfx untility rather than fixing the problem in the Sim? Or is there issues with the utility? Are the changes just subjective or is there a performance hit?
Hello Skoshi. I'm pretty sure that Jason "promotes" SweetFX for RoF as it gives users more graphic options. I think it's called having enthusiasm for your product. Not sure what "problem" it fixes. It's a post-processing effect that can be used on all games that use DX. In RoF it has a Lumasharpening tool that really helps to bring out textures in the game as well as enhancing colours.

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.
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  #105  
Old 01-03-2013, 01:05 AM
arthursmedley arthursmedley is offline
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Originally Posted by Skoshi Tiger View Post
Thanks for the intel guys.

That must just be for aircraft? Other objects have LOD's or so it tells us in the "Buildings and blocks SDK" documents.
Hmmm.........no I don't think so. Ground objects, buildings, bridges, vehicles zoom in beautifully in RoF. I don't know how it works but it works very well.

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.
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  #106  
Old 01-03-2013, 04:41 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by arthursmedley View Post
Hmmm.........no I don't think so. Ground objects, buildings, bridges, vehicles zoom in beautifully in RoF. I don't know how it works but it works very well.

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.
Please goto the Rise of Flight forum, and download the documentation. It talks about the limitation for levels of detail for user made buildings. Do you think the documentation is in error?

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.
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  #107  
Old 01-03-2013, 05:03 AM
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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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  #108  
Old 01-03-2013, 05:43 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by furbs View Post
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.
No Problems there, thats what I thought you meant.

Cheers!
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  #109  
Old 01-03-2013, 08:21 AM
arthursmedley arthursmedley is offline
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Quote:
Originally Posted by Skoshi Tiger View Post
Please goto the Rise of Flight forum, and download the documentation. It talks about the limitation for levels of detail for user made buildings. Do you think the documentation is in error?

They also talk about limitaions of object numbers!

http://riseofflight.com/Forum/viewtopic.php?t=31847

Cheers!
Skoshi your talking about different things. Does RoF have lods? Yes. Objects, including aircraft, all seem to work the same way. Does how they appear when you view them have an influence on the amount you can place on maps? No, I don't think so. There's other factors at work.
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  #110  
Old 01-03-2013, 09:02 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by arthursmedley View Post
Skoshi your talking about different things. Does RoF have lods? Yes. Objects, including aircraft, all seem to work the same way. Does how they appear when you view them have an influence on the amount you can place on maps? No, I don't think so. There's other factors at work.
Must be, because I am talking about LODs - "Levels of details" for 3d Models ingame, to be particular the buildings and blocks objects.

In that same document they talk about 'rules' making these objects and for placing building and block objects in maps for mission building.

Quote:
4. Maximum number of polygons for LOD 0 = 3000, LOD 1 = 1500, LOD 2 = 750 and so on.
......
11. Maximum number of different blocks simultaneously visible (about 5km around the camera/player) is 15. At the same time each block may be copied about 15-20 times inside visible range. Low poly blocks may have even more copies.
It's quite an interesting read.

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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