Blackdog_kt |
11-01-2010 06:38 PM |
Quote:
Originally Posted by Redwan
(Post 194281)
Cockpit looks great and dare we say photorealistic. Perfect job !
I also like the smoke and the fire ! Looks perfect !!!
On the screenshots, the grass looks strange ... but as it's not a ground simulator I wont be to severe on that point.
The clouds could look better and what I have seen untill now makes me a little bit worried about that point. In the previous screen sessions, the colouds looks too cartoony to me and I hope that it will be improved when all the wheather dynamics will be operational.
Now the clouds in BoB look like cotton wool bowls compared to what offer the latest simulators like ROF or FSX.
http://www.medical-world.biz/catalog...oolballs_l.jpg
http://www.firstaidwarehouse.co.uk/p..._small_242.jpg
Lets compare with some good standards of the simulation market.
BoB and FSX
http://img207.imageshack.us/img207/7344/bobfsx.jpg
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Guys, don't confuse the stock, 3d, volumetric FSX clouds with the ones from the real environment extreme payware add-on. The REX clouds are not fully 3d objects, but photographs of real clouds scanned into a PC and overlayed on the screen during gameplay. They say it themselves on their website.
You can also check it yourself by going to the FSX top-down view during a flight with cloudy weather. If you have the stock clouds, cloud cover is visible on the top-down/satellite view because the stock clouds are 3d. If you have REX installed you see clouds in all the other views but not in the satellite view. What REX probably does is read the weather information about where the default 3d clouds would appear and replace them with its own textures on the fly, which would explain why there's no clouds visible at all in the top-down view.
Don't get me wrong, they look terrific but when flying close or through them it's clearly visible that they are somewhat "flat". I like them a lot, but in a combat flight sim where people will use clouds as tactical tools there are other considerations that prevent such an approach.
If a cloud is a collection of 3-4 "flat" faces, how can the game engine calculate what's visible to each player in a multiplayer scenario? I might think i'm in the cloud trying to escape an attacker while he sees me plain as day, or vice versa. Also, how will this work (or not work) with ray-tracing/line of sight calculations for the AI, etc etc.
I wish we could have REX quality clouds through real 3d volumetric methods, but i think we don't have the PCs to do it yet. And since the question ends up being "prettier but technically dodgy or just pretty but tactically functional", for a combat flight sim the second option is best.
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