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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 06-21-2010, 09:51 AM
Oleg Maddox Oleg Maddox is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,037
Default

Quote:
Originally Posted by Fansadox View Post
Nice screens but why are all screenshots without AF and AA?
When we will have new video cards that are compatible with new technologies. At the moment we haven't them.
  #2  
Old 06-21-2010, 10:05 AM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

Oleg, can't hedges be made as whole, static objects, maybe for show? From an aerial view, they would look awesome, and then like the grass when you get down low they can change into more detailed objects....
  #3  
Old 06-21-2010, 11:46 AM
KOM.Nausicaa KOM.Nausicaa is offline
Approved Member
 
Join Date: Oct 2007
Posts: 290
Default

Quote:
Originally Posted by philip.ed View Post
Oleg, can't hedges be made as whole, static objects, maybe for show? From an aerial view, they would look awesome, and then like the grass when you get down low they can change into more detailed objects....

Hi, I know some of 3D. Oleg is right about the jumping arcs. And your idea "as a whole" can't be done, because you would need a lot of objects of the same detail "as a whole" too, otherwise your hedges will look like an awkward sharp "net" over the landscape until far into the distance, while all of the rest of the objects are blurred away in the atmosphere. (at least that is how it would look if I understood your idea correctly). You have to put all things really into the same "system of laws" that you have established (distance of rendering, detail of rendering)...giving one thing a free "rogue" permission will just result in horribly awkward pictures.
  #4  
Old 06-21-2010, 12:14 PM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

Quote:
Originally Posted by KOM.Nausicaa View Post
Hi, I know some of 3D. Oleg is right about the jumping arcs. And your idea "as a whole" can't be done, because you would need a lot of objects of the same detail "as a whole" too, otherwise your hedges will look like an awkward sharp "net" over the landscape until far into the distance, while all of the rest of the objects are blurred away in the atmosphere. (at least that is how it would look if I understood your idea correctly). You have to put all things really into the same "system of laws" that you have established (distance of rendering, detail of rendering)...giving one thing a free "rogue" permission will just result in horribly awkward pictures.
Ah OK. Still, looking at what other flight-sims have acomplished, I think that this could be possible. To any degree, I have been driving around Kent a lot recently, and there are a lot more hedges than trees around And the trees that are in a majority, ie in forests, have their foliage almost covering the trunks so the trunks are hardly noticeable, so from an aerial viewpoint the trunks would probably not be seen. I think this needs to be looked into, along with the colours of the landscape.

EDIT-but of course this is all WIP

Let's look at Il-2 gents. Compare how it is now, modded or unmodded, to the original demo and the difference is staggering IMO. If SoW follows in a similar way, then this will relly be interesting
  #5  
Old 06-21-2010, 12:18 PM
KOM.Nausicaa KOM.Nausicaa is offline
Approved Member
 
Join Date: Oct 2007
Posts: 290
Default

Quote:
Originally Posted by philip.ed View Post
have their foliage almost covering the trunks so the trunks are hardly noticeable,
Do you have any idea what that foliage will do to you frame rates Philip.ed?
  #6  
Old 06-21-2010, 01:18 PM
philip.ed's Avatar
philip.ed philip.ed is offline
Approved Member
 
Join Date: Jun 2008
Posts: 1,766
Default

Quote:
Originally Posted by KOM.Nausicaa View Post
Do you have any idea what that foliage will do to you frame rates Philip.ed?
LOL. I can imagine, although taking the example of WOP perhaps it could be avoided? e.g, in areas of forest, the trees could be static, i.e with no moving leaves etc apart from maybe the trees on the outside of the forest-area. So here, the effect would be visible from looking at the forest, without there being a massive impact of frame-rates
  #7  
Old 06-21-2010, 01:26 PM
KOM.Nausicaa KOM.Nausicaa is offline
Approved Member
 
Join Date: Oct 2007
Posts: 290
Default

if I understand correctly you talk about moving effects, like wind ?
But the problem really comes from the polygon count from the leaves and branches themselves, no matter if you have additional effects. That is why there are so many third party tree renderer, because creating custom trees from scratch is a massive resource eater for any studio. Tree renderer solve the "species" problem (you can buy from a library) and they are made to perform well and look reasonable -- which is very hard to achieve. That is why some companies have (rightfully) found a business model in selling trees and foliage to cinema and game studios.
Closed Thread

Thread Tools
Display Modes

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 12:41 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.