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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 10-08-2010, 02:04 PM
rakinroll rakinroll is offline
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Thank you.
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  #2  
Old 10-08-2010, 02:08 PM
krz9000 krz9000 is offline
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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  
Old 10-08-2010, 02:15 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by krz9000 View Post
oleg, why not just tweak saturation as a post-effect? to do it on texture level is a huge job i guess.
Colors of the vegetation are reading from the texture where they are... oops... I said some secret. So some time they originnal basic color maybe incorrect and looking vivid. Its what we are tuning.. relly ins't easy some time to get all looking right. But I hope we will get it finally... too many new technologies that were developed intially for this projet are going now at once.... Same was with Il-2 where about 20 new technics and technologies were presented for the first time in the world working right and without bugs....
Hope to get the same with this project... but its more harder to to greater overal complexity...
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  #4  
Old 10-08-2010, 02:21 PM
zxwings zxwings is offline
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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  
Old 10-08-2010, 02:28 PM
speculum jockey
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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.
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  #6  
Old 10-08-2010, 02:47 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by speculum jockey View Post
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.
This all means that is done on low power PC. Program try to optimze for the acceptable frame rate and good overal picture around.
However second shot maybe from early shots. Do not recognize this.
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  #7  
Old 10-09-2010, 10:53 PM
jj_bravo jj_bravo is offline
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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
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  #8  
Old 10-08-2010, 02:57 PM
Urufu_Shinjiro's Avatar
Urufu_Shinjiro Urufu_Shinjiro is offline
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Quote:
Originally Posted by speculum jockey View Post
This is not a complaint, or a nitpick, just a question.

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.
I think it's not so much a lower texture quality as an effect. Look closer at the building, the second floor is actually overhanging the first, so it seems the lower detail is more due to lower lighting/shadow than a texture issue.


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
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  #9  
Old 10-08-2010, 02:32 PM
dduff442 dduff442 is offline
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Quote:
Originally Posted by Oleg Maddox View Post
Colors of the vegetation are reading from the texture where they are... oops... I said some secret. So some time they originnal basic color maybe incorrect and looking vivid. Its what we are tuning.. relly ins't easy some time to get all looking right. But I hope we will get it finally... too many new technologies that were developed intially for this projet are going now at once.... Same was with Il-2 where about 20 new technics and technologies were presented for the first time in the world working right and without bugs....
Hope to get the same with this project... but its more harder to to greater overal complexity...
One problem is when it looks *real* it won't look *right*. 1940 was a hot summer and SE England doesn't look very English in late Aug - early Sep. The faded, brown-tinted colours are just right for leaves in September.

dduff
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  #10  
Old 10-08-2010, 02:43 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by dduff442 View Post
The faded, brown-tinted colours are just right for leaves in September.
dduff
Sorry, where is such leaves?
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