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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-07-2010, 01:43 AM
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major_setback major_setback is offline
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Online map?

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Old 11-07-2010, 02:00 AM
Luffe Luffe is offline
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Originally Posted by major_setback View Post
Online map?
I hope so.

Anyway, that map reminded me that we haven't seen any forrested areas 'up close' in SOW.
I hope they are not managed the same way as Il2s 'pancake' forrests.

Have anyone spotted anything about this in the vids from Igromir?
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Old 11-07-2010, 02:18 AM
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major_setback major_setback is offline
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Originally Posted by Luffe View Post
I hope so.

Anyway, that map reminded me that we haven't seen any forrested areas 'up close' in SOW.
I hope they are not managed the same way as Il2s 'pancake' forrests.

Have anyone spotted anything about this in the vids from Igromir?
I think these are the closest:





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Old 11-07-2010, 02:40 AM
Luffe Luffe is offline
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Thanks. I had not seen those.

Looks great from that altitude.
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  #5  
Old 11-07-2010, 02:31 PM
Freycinet Freycinet is offline
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Originally Posted by Luffe View Post
I hope so.

Anyway, that map reminded me that we haven't seen any forrested areas 'up close' in SOW.
I hope they are not managed the same way as Il2s 'pancake' forrests.

Have anyone spotted anything about this in the vids from Igromir?
Luffe, the "pancake" forests you disparage were an absolutely brilliant programming solution to a problem that, up till Il-2, hadn't been solved by any flight sim: how to show a forest cover of large extension. Oleg solved this with four layers of semi-transparent textures that gave an exceptionally good illusion of a forest of 3D trees from just a few hundred meters up.

I think you probably weren't around playing flight sims in 2001 when Il-2 came out, but the graphics blew everything else out of the water back then. And the particular solution for forests is still a very clever one.

You have to know something about programming and system resources to understand why flight sims look the way they do. A handful of teenage kids in this forum haven't got a clue, but most have an idea...
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Old 11-07-2010, 04:01 PM
Luffe Luffe is offline
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Originally Posted by Freycinet View Post
Luffe, the "pancake" forests you disparage were an absolutely brilliant programming solution to a problem that, up till Il-2, hadn't been solved by any flight sim: how to show a forest cover of large extension. Oleg solved this with four layers of semi-transparent textures that gave an exceptionally good illusion of a forest of 3D trees from just a few hundred meters up.

I think you probably weren't around playing flight sims in 2001 when Il-2 came out, but the graphics blew everything else out of the water back then. And the particular solution for forests is still a very clever one.

You have to know something about programming and system resources to understand why flight sims look the way they do. A handful of teenage kids in this forum haven't got a clue, but most have an idea...
Whoa, lighten up. I realize they were made that way to save resources, and they look great from altitude. At ground level they are nearly invisible though, as I'm sure many mudmovers can tell you.
I just hope that a different solution has been found for SOW.

I really don't understand your attitude.
It must really be torture for you to read through the posts on this forum.
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  #7  
Old 11-08-2010, 03:22 AM
Avimimus Avimimus is offline
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Quote:
Originally Posted by Freycinet View Post
Luffe, the "pancake" forests you disparage were an absolutely brilliant programming solution to a problem that, up till Il-2, hadn't been solved by any flight sim: how to show a forest cover of large extension. Oleg solved this with four layers of semi-transparent textures that gave an exceptionally good illusion of a forest of 3D trees from just a few hundred meters up.
Correct that - "are an absolutely brilliant"

On my older PCs you can still feel the sparkly. I think they're wonderful. The only issue I have is running into them from the sides (naturally).
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Old 11-08-2010, 12:12 PM
BadAim BadAim is offline
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Those screenies sure bring back memories. I remember how bloody hard it was to bring down am IL2 with that 109F-2, but how rewarding in the end. I'm just as stoked to try SOW for the first time as I was IL2, and I still remember that far from being disappointed, it was actually better than I thought it would be (and my expectations were high!)
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  #9  
Old 11-08-2010, 12:43 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by Freycinet View Post
Luffe, the "pancake" forests you disparage were an absolutely brilliant programming solution to a problem that, up till Il-2, hadn't been solved by any flight sim: how to show a forest cover of large extension. Oleg solved this with four layers of semi-transparent textures that gave an exceptionally good illusion of a forest of 3D trees from just a few hundred meters up.

I think you probably weren't around playing flight sims in 2001 when Il-2 came out, but the graphics blew everything else out of the water back then. And the particular solution for forests is still a very clever one.

You have to know something about programming and system resources to understand why flight sims look the way they do. A handful of teenage kids in this forum haven't got a clue, but most have an idea...
Correct.
And many copied this technology. Some even for clouds .
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