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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Thank you.
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#2
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oleg, why not just tweak saturation as a post-effect? to do it on texture level is a huge job i guess.
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#3
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![]() ![]() Hope to get the same with this project... but its more harder to to greater overal complexity... |
#4
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Thank you Oleg for the update! It's a happy thing to see the new screenshots every week!
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#5
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This is not a complaint, or a nitpick, just a question.
![]() Uploaded with ImageShack.us In this pic, you can see the difference in detail in the house texture. The top floor is more detailed than the bottom floor. This is usually a result of draw distance of Level or Detail (LOD) settings dictating the detail dropping off at a distance, like in the below shot. ![]() Uploaded with ImageShack.us As you can see, the detail in this shot is dropping off the further away you get from the building and the texture. My question: what is causing the lower LOD in the first shot? The top floor and bottom floor appear to be the exact same distance away from the camera, so why the two different levels of detail? Does it have something to do with the shadows being cast on it by the building itself? Thanks. Last edited by speculum jockey; 10-08-2010 at 02:31 PM. |
#6
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However second shot maybe from early shots. Do not recognize this. |
#7
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Thought I'd share a couple of pics from the local airfield. Got so inspired by this game so I had to go support them as they work of donations.
Spitfire Cockpit Spit props Spit and B-25 WIP Spit 2 Spit Pictures P-51 P-51 Front Jeep BOB Map Canadien 242 July 1940 WW2 Gas Mask |
#8
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Edit: Woops, Oleg posted while I was typing. It does seem though that the engine chose to use a lower texture to save frames on surfaces that are lower lighted or in shadow. Nice work if so. Last edited by Urufu_Shinjiro; 10-08-2010 at 02:59 PM. Reason: Oleg ninja posted |
#9
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dduff |
#10
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Sorry, where is such leaves?
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