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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Closed Thread
 
Thread Tools Display Modes
  #901  
Old 10-13-2011, 08:44 PM
Tolwyn Tolwyn is offline
Approved Member
 
Join Date: Apr 2010
Posts: 250
Default

I don't have a PC like that, so I'd be against killing the original system requirements.

Quote:
Originally Posted by Sita View Post
many ModMakers are asking, why DT keep working under that old 1C MG standarts?
they told that performance of current grafik cards, with 1 gigabyte and higher, will enough for work with models, which exceeded poly count of older standarts, or they can handle with texture bigger then 256 or 512... or complects textures which higher than 8 mb...

EJGr.Ost_Caspar, you know that we are working in rights direction... and trying to fit into the requirements
and we like, that our work looks not bad for today and In this case we fit into the limits


just curious...

(p.s. sorry for my bad english)
  #902  
Old 10-13-2011, 08:44 PM
Tolwyn Tolwyn is offline
Approved Member
 
Join Date: Apr 2010
Posts: 250
Default Mistel

Is there any chance to take a look at the FM of the FW190 part of the Mistel? Also, to make the mistel flyable by AI planes??
  #903  
Old 10-13-2011, 10:54 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
There is. Since the kind of modding is, that you have everything in an open structure, you will just to download the mods, open the packages and see, how many mesh files there are or how big the texture are.
So, what's a good number?

When downloading 3d files in other formats and playing around with 3d stuff on my own, it seems like ~1 M is about right for just a reasonably detailed vehicle model. Perhaps double that for textures and animation info. Is that too much?


Quote:
Originally Posted by EJGr.Ost_Caspar View Post
The "IL2 Bible" is indeed still actual, if it comes to modeling for 1CMaddox standard (which is also DTs standard).
Could be updated to better explain:

1) Limitations of NG agreements and restrictions of 1C contract.
2) How to produce ground objects. (There is a mod guide to doing this, which is decent.)
3) How to produce ships (AFAIK, there's no guide for that).
4) How to produce maps. (There are some good mod guides, but it would be nice to have an official explanation.)

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Higher standards or technologies are just good to help poorly skilled modeling freshmen.
Removing every extraneous vertex you can is just good modeling practice.

But, since you mention it, I think there are some modeling tools which weren't available in 2003. A revised IL2 Modeling Bible could explain which modern techniques aren't acceptable. (For example, sub-surface smoothing modifiers can make a model look really good, but they also vastly increase the number of polygons.)
  #904  
Old 10-14-2011, 01:32 AM
Tempest123's Avatar
Tempest123 Tempest123 is offline
Approved Member
 
Join Date: Dec 2009
Posts: 389
Default

small request, the grass runways are impossible to see in summer and winter, and given the pop-up in textures at short distances and the penalties for landing off-grass in IL2 makes it that much harder.
Can the textures be "browned up" a bit, to simulate mud/dirt and make finding it easier?

attached pic, but you all know what I mean, the aerodrome is right in front of the plane.
Attached Images
File Type: jpg Whereisit.jpg (166.6 KB, 65 views)

Last edited by Tempest123; 10-14-2011 at 01:34 AM.
  #905  
Old 10-15-2011, 03:35 PM
Lagarto Lagarto is offline
Approved Member
 
Join Date: Apr 2011
Posts: 236
Default

Could you possibly introduce a new type of ground object in form of large patches of desert shrub (and I do mean large) so that we can cover with them at least parts of the "Sand of Time" desert map (the only desert map integrated into the DGen so far) to make it look more like Tunisia?
Also, we could do with some new British and French vehicles/armor (also the so-called supply columns); as for now, it's tough to make a decent-looking 1940 western front campaign when all allied vehicles are either Russian or American.

Last edited by Lagarto; 10-15-2011 at 03:45 PM.
  #906  
Old 10-17-2011, 02:47 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
Approved Member
 
Join Date: Dec 2007
Posts: 939
Default

@Pursuivant:

For the better connectivity and infos, I added our eMail adress and the link to the modeling bible to my signature. You will find everything you need there!

It doesn't need to be explained everywhere else, especially not here, where it get lost imidiatly after a few further postings.
__________________

----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible

Last edited by EJGr.Ost_Caspar; 10-18-2011 at 09:52 AM.
  #907  
Old 10-17-2011, 05:16 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
For the better connectivity and infos, I added our eMail adress and the link to the modeling bible to my signature. You will find everything you need there!
A small, but much-needed addition. Thanks!
  #908  
Old 10-17-2011, 06:00 PM
ADorante's Avatar
ADorante ADorante is offline
Approved Member
 
Join Date: Feb 2010
Posts: 16
Default

Quote:
Originally Posted by Tempest123 View Post
small request, the grass runways are impossible to see in summer and winter, and given the pop-up in textures at short distances and the penalties for landing off-grass in IL2 makes it that much harder.
Can the textures be "browned up" a bit, to simulate mud/dirt and make finding it easier?

attached pic, but you all know what I mean, the aerodrome is right in front of the plane.
I second this!!! Or any other measure that has a higher contrasting effect between landing strip and surrounding texture as a result.

Last edited by ADorante; 10-17-2011 at 06:02 PM.
  #909  
Old 10-17-2011, 06:53 PM
DK-nme DK-nme is offline
Approved Member
 
Join Date: Apr 2008
Location: Copenhagen, Denmark
Posts: 79
Default

How about including the P-51 A's from the SAS site? Or the P-61 from same site?


DK-nme
  #910  
Old 10-17-2011, 09:45 PM
ElAurens's Avatar
ElAurens ElAurens is offline
Approved Member
 
Join Date: Oct 2007
Location: The Great Black Swamp of Ohio
Posts: 2,185
Default

The P-61 "Black Widow" was made by Northrop, hence it will never be in an official release.

I second the addition of the P 51 A, however.
__________________


Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943.
~Nikolay Gerasimovitch Golodnikov
Closed Thread


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 09:41 PM.


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