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#1
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Quote:
At Pearl Harbour battleship row had seven BB's. At Taranto there were 6 BB's. In May 41 the British Mediterranean Fleet had 4 BB's and a CV operating out of Alexandria. Operation Pedestal - 2 BB's and 4 CV's The greatest impact on FPS is due to AA fire, not the ship model, but this can be tuned down in the Mission Builder. Using the existing KGV model as a guide for future work seems reasonable to me. Ashe Last edited by Asheshouse; 11-03-2011 at 08:39 PM. |
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#2
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Quote:
AA fire is a big hit but the models themselves bottleneck the graphics system as well. Obviously as a mission builder you design around these kinds of limitations but it's unhelpful if the limits go up too far as they become prohibitively difficult to build enjoyable experiences for a wide variety of players. The KGV is finely detailed but I don't think, with the current engine limitations, there should be any huge bump in detail level above and beyond. This is also why, for example, I don't model entire front lines worth of fighting in any of my campaigns. I saw someone do it once and I remember the slideshow that I experienced as a result.
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Find my missions and much more at Mission4Today.com |
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#3
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Hi all i saw a post about mods i have made and i would like to explain some things about them:
P11F-modified stock P11c RWD-10 build from scratch by me (~3200 poly) made for PAT aerobatic team. PZL23B and PZL42 (~7000 poly) build by Fatman and Lucas for Targetware adopted by me. R-XIII`s ( ~14000 polys) build by Empeck for FSX adopted by me. I have permission from authors to use their models and they send me their orginal files to work with. When i get them for adoption i had to made their internal structure no different than stock models to make them work in game ,so i have made LODs,caps,shadow,colisions boxes and hitboxes.Cockpits were also made to be functional.Knowing that polycount of those models is higher than game specs they are available as MODS only.Game seriously lack of polish planes so this was only way to get them in. To make TD life easier(they already have things to do)dont ask them to include my mods into official patches. |
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#4
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Less polys than KGV.
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#5
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Quick question about high-poly-count models.
Do you actualy recognize in-game the intricate details of those models? In my case I see the dot, then it turns into a cluster of dots from which you can start guessing the size of the aircraft/ship, then you get an actual mini model where you can be 100% sure about the type and Blam! You are past them. Somewhere between seeing the identifiable mini model and the you-are-past-them moment there is a point where you can for a split second see all the details, but I am usually quite busy with aiming to appreciate the true replica of every screw on board. Is my Samsung Syncmaster 713BM LCD too slow/blurry given the current standards? |
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#6
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What is your definition of High-Poly? I have suggested that the polycount of the stock KGV is what should be used as a guide for capital ships. Late war ships inevitably have a higher polycount due to the increase in AA guns. Also any modelling of the IJN BB's with large pagoda style bridge structures will be a serious challenge to the poly budget.
As to whether or not you see the detail I guess with many ships you will only see it at the last second of a strafing, or skip bombing run, but certainly you would expect to get a close up view of a carrier as you approach for landing, so I would suggest that this level of detail is not unreasonable. ![]() HMS Eagle CV - Polycount 16848 (inc. gun crew) Ashe Last edited by Asheshouse; 11-05-2011 at 06:34 PM. |
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#7
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Is it possible to have the P-47M and N versions?
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