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.

Reply
 
Thread Tools Display Modes
  #1  
Old 09-03-2010, 08:06 PM
David603 David603 is offline
Approved Member
 
Join Date: Jul 2009
Location: 6'clock high
Posts: 713
Default


First off, let me say I love the rest of the update, and I'm fully aware this is WIP.

However there are some problems here. The roads are much too wide, at least 2-3 times as wide as they should be, judging by the scale of the train. In general, trains dwarf crossings, not the other way round. Period roads in the countryside would be narrow, usually around 12-15 feet wide, designed so it is possible for two oncoming cars to pass each other with care. Try placing a car on one of the roads and having a look at the width. If it isn't possible to place at least 4 cars side by side on those roads, I will eat my metaphorical hat.

Hedges are also a problem, you clearly need a hedge type of vegetation that can be placed along the sides of the road, because achieving a satisfactory look with individual bushes is going to become prohibitively expensive in terms of numbers needed, and at the moment the hedges look like individual shrubs placed at intervals along the side of the road.

To end my comments on a positive note, the way the trees and landscape work together at a distance (on the hills in the background) is fantastic and bodes well for the way the SOW will look from altitude

Last edited by David603; 09-03-2010 at 08:37 PM.
Reply With Quote
  #2  
Old 09-03-2010, 08:16 PM
OldFrenchy OldFrenchy is offline
Registered Member
 
Join Date: Mar 2010
Posts: 2
Default

Compared to what we have been used to, this is a quantum leap forward in appearance, despite being a WIP. Well done!
What would be nice would to see a lot of ground activity. Yes, yes- framerates. Oh well.
Reply With Quote
  #3  
Old 09-03-2010, 08:26 PM
Asheshouse Asheshouse is offline
Approved Member
 
Join Date: Oct 2007
Location: UK
Posts: 271
Default

David603 makes some valid comments. If its possible to have hedges or small tree lines along roads and railways it will significantly enhance the appearance of the landscape.

I notice that the railway is single track. Although many branch lines were single track the majority might be better represented by twin tracks. Also if this allowed trains to be routed in both directions that would be great. Are cuttings, embankments, tunnels and level bridges being modelled. In IL2 railways never look quite right with steep bridge approaches and extreme track gradients in hilly country. --- Ok, I know its not a railway sim, but it would be good if it was possible.

With roads if convoys are routed in two directions will they pass each other on the left, as is correct for England, and on the right in France?

Overall I am hugely impressed by what is being achieved. Looking forward to its release.

Last edited by Asheshouse; 09-03-2010 at 08:31 PM.
Reply With Quote
  #4  
Old 09-03-2010, 08:38 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 Asheshouse View Post
David603 makes some valid comments. If its possible to have hedges or small tree lines along roads and railways it will significantly enhance the appearance of the landscape.

I notice that the railway is single track. Although many branch lines were single track the majority might be better represented by twin tracks. Also if this allowed trains to be routed in both directions that would be great. Are cuttings, embankments, tunnels and level bridges being modelled. In IL2 railways never look quite right with steep bridge approaches and extreme track gradients in hilly country. --- Ok, I know its not a railway sim, but it would be good if it was possible.

With roads if convoys are routed in two directions will they pass each other on the left, as is correct for England, and on the right in France?

Overall I am hugely impressed by what is being achieved. Looking forward to its release.
+1
Reply With Quote
  #5  
Old 09-03-2010, 08:47 PM
ChrisDNT ChrisDNT is offline
Approved Member
 
Join Date: Jun 2008
Posts: 298
Default

Ok, look at this...



... don't you see the differences ?


P.S: of course, I'm not speaking here of the über-ugly filtering of WOP, just of the geometry of the landscape and the implantation of the trees, fields, roads and rivers.
Reply With Quote
  #6  
Old 09-03-2010, 09:58 PM
Ekar Ekar is offline
Approved Member
 
Join Date: Jun 2010
Posts: 73
Default

Quote:
Originally Posted by ChrisDNT View Post
Ok, look at this...



... don't you see the differences ?


P.S: of course, I'm not speaking here of the über-ugly filtering of WOP, just of the geometry of the landscape and the implantation of the trees, fields, roads and rivers.
Yeah, WOP seems to have a much more natural/organic/diverse clumping arrangement of trees than SOW currently. This might be a low settings thing again, but I also think WOP still looks pretty good on low settings from memory.

SOW definitely has the better colour palette here. Most of the other WOP maps fare better in terms of the colours, but the English one is quite bad, imo. Of course, it all depends on the weather. Natural lighting is incredibly changeable.

Last edited by Ekar; 09-03-2010 at 10:04 PM.
Reply With Quote
  #7  
Old 09-03-2010, 10:04 PM
JtD JtD is offline
Il-2 enthusiast & Moderator
 
Join Date: Oct 2007
Posts: 903
Default

Second time I can only say very nice pics!
Reply With Quote
  #8  
Old 09-03-2010, 10:45 PM
Dafunkfire Dafunkfire is offline
Registered Member
 
Join Date: Feb 2010
Posts: 6
Default

Quote:
Originally Posted by ChrisDNT View Post
P.S: of course, I'm not speaking here of the über-ugly filtering of WOP, just of the geometry of the landscape and the implantation of the trees, fields, roads and rivers.
The atmosphere causes substantial filtering. It's not ugly, it's just the way it is. Light waves pass through a profusion of gas molecules and other terrestrial particles. Yeah, I understand WOP's excessive sepia hue doesn't agree with everyone. But you can't deny that it looks effective. It seems the mob's foremost qualm with the visuals is the terrain, and it is obvious that filtering occurs in reality much more so than what we have seen. I believe this would vastly improve the current visuals. And it seems that it would be simple to pull off. Also, it would mask low res textures. Good for FPS perhaps.

But what do I know.
Reply With Quote
  #9  
Old 09-03-2010, 11:05 PM
The Kraken The Kraken is offline
Approved Member
 
Join Date: Jul 2010
Posts: 317
Default

Quote:
Originally Posted by Dafunkfire View Post
The atmosphere causes substantial filtering. It's not ugly, it's just the way it is. Light waves pass through a profusion of gas molecules and other terrestrial particles. Yeah, I understand WOP's excessive sepia hue doesn't agree with everyone. But you can't deny that it looks effective. It seems the mob's foremost qualm with the visuals is the terrain, and it is obvious that filtering occurs in reality much more so than what we have seen. I believe this would vastly improve the current visuals. And it seems that it would be simple to pull off. Also, it would mask low res textures. Good for FPS perhaps.

But what do I know.
WoP's use of sepia and other image filters doesn't have much to do with atmospheric filtering. All SoW screens we've seen have pretty much the same atmospheric conditions which are pretty clear and allow for extremely far view range, but that doesn't mean the game won't have different conditions modelled in the end.

Also you can't hide low res textures behind haze. Low resolution is an issue close to the camera, so you'd need a thick fog layer to hide that... so if you want high-res textures, ask for high-res textures - not a way to hide low-res ones

I agree that colour/filter and scene complexity issues aside, WoP does a lot of things very well when it comes to artwork. The ground textures are great and the whole scenery looks consistent; nothing looks out of place. I hope SoW's landscape moves a bit more in that direction while the team is working on it. Not that I can't live with what's being shown so far.

Great update again, thanks for taking the time to keep us in the loop.
Reply With Quote
  #10  
Old 09-04-2010, 08:53 AM
McHilt McHilt is offline
Approved Member
 
Join Date: Nov 2009
Location: Netherlands
Posts: 117
Default

Quote:
Originally Posted by Dafunkfire View Post
The atmosphere causes substantial filtering. It's not ugly, it's just the way it is. Light waves pass through a profusion of gas molecules and other terrestrial particles. Yeah, I understand WOP's excessive sepia hue doesn't agree with everyone. But you can't deny that it looks effective. It seems the mob's foremost qualm with the visuals is the terrain, and it is obvious that filtering occurs in reality much more so than what we have seen. I believe this would vastly improve the current visuals. And it seems that it would be simple to pull off. Also, it would mask low res textures. Good for FPS perhaps.

But what do I know.
You know just as much as we all do Dafunkfire,
I agree with this post... WOP might have undersaturated landscape palets but it sure looks fantastic...

Last edited by McHilt; 09-04-2010 at 08:58 AM.
Reply With Quote
Reply


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 08:41 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.