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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #51  
Old 05-22-2011, 05:00 PM
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WOP is too damn green.

Green cloud bottoms, green haze at the horizon, green green green.

What planet is that and why have that alien race decided to inaccurately model Earth of 1940?

Intergalactic amusement park?
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  #52  
Old 05-22-2011, 05:03 PM
guiltyspark guiltyspark is offline
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what people need to realize is that birds of prey/wings of prey is vastly innaccurate about the elevation layout of dover.

the country side is pretty flat and boring from the air.

the reason birds of prey made it so hilly was because its signifigantly better looking than just a flat area.

I think instead of re-doing the map altogether

luthier and freinds should find less performance effecting foliage and fill in the map some more.
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  #53  
Old 05-22-2011, 05:06 PM
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I think CloD has the ability to model the landscape better than WoP, but it will need a lot of work.
TBH, I can;t understand why the map in CloD doesn't look tailored. 6 years or so of work, you'd expect to see the sea go in towards the coast with shallows textures; you'd expect the fields to be almost individually modelled and coloured realistically; you'd expect a transition process as smooth and realistic as WoP.
I'm not bashing CloD, but unless these elements are ready to be implemented, the map needs a lot of work to even look 'photo-realistic' as Oleg said it would.
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  #54  
Old 05-22-2011, 05:12 PM
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Quote:
Originally Posted by philip.ed View Post
I think CloD has the ability to model the landscape better than WoP, but it will need a lot of work.
TBH, I can;t understand why the map in CloD doesn't look tailored. 6 years or so of work, you'd expect to see the sea go in towards the coast with shallows textures; you'd expect the fields to be almost individually modelled and coloured realistically; you'd expect a transition process as smooth and realistic as WoP.
I'm not bashing CloD, but unless these elements are ready to be implemented, the map needs a lot of work to even look 'photo-realistic' as Oleg said it would.
+1.
i think the potential is there, but it will need a lot of work.
i can understand why people ask for a map which resembles the map of wop.
the colours and the position of trees just look strange and not real in cod.
btw, i wished i could say the opposite.
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  #55  
Old 05-22-2011, 05:17 PM
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what the modders have managed to do with some lighting changes

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  #56  
Old 05-22-2011, 05:26 PM
jg27_mc jg27_mc is offline
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Quote:
Originally Posted by ElAurens View Post
WOP is too damn green.

Green cloud bottoms, green haze at the horizon, green green green.

What planet is that and why have that alien race decided to inaccurately model Earth of 1940?

Intergalactic amusement park?
You definitely have a point regarding the green filter.

Quote:
Originally Posted by guiltyspark View Post
what the modders have managed to do with some lighting changes
Still not as good as WoP... But it is much better.
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  #57  
Old 05-22-2011, 05:29 PM
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Southern England in CloD looks like a plain choppy vegetables salad drawing.
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  #58  
Old 05-22-2011, 05:32 PM
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I still don't understand this debate when it comes to performance.

WoP isn't dealing with anywhere near as large an area as CLoD. Someone in the thread mentioned 'flying in a shoebox' and that is exactly what it feels like.

The terrain may look great (although personally I agree with the people who say that the filter is a little too much on WoP), but it's quite possible that the performance and appearance are connected with the area being dealt with.

My friend and I who fly in '46 all the time tried playing WoP as a bridge gap game between '46 and CLoD and we both felt it very claustrophobic.

For us, that was the game breaker. It wouldn't even have mattered if we only flew scramble missions contained easily in WoP's maps and never even bothered hitting the edges of the map. We KNEW those edges were there and that broke the sim aspect for us right there.

With '46s maps and CLoD's there is still a finite area you are playing in, but it's sooooo much larger than you need that it doesn't feel finite at all.

I'll trade a bit of performance right now and a some visual accuracy/splendor for that.
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  #59  
Old 05-22-2011, 06:04 PM
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Wolverine; I agree regarding performance.
TBH, what it comes down to mostly is the layout of the terrain, and the way the transition process and LoD models are simulated.

I mean, as an example, even if you drive around Southern England and encounter a hill, you will notice how any trees which you see below you have no visible trunks. From what I've seen, CloD doesn't really model this, and of the trees it models they don't look dense and attached to the terrain so much as they do in reality. Colour is another issue; as trees go into the distance, they look much darker than up close.

These are only really small factors which affect the visual appearance to quite a significant degree. The question is how hard it is to implement 3-hedgerows, darker/denser trees et al.
With a willing modding team....(one can only imagine)
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  #60  
Old 05-22-2011, 06:24 PM
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Darkening the tree´s green won´t affect performance and I believe it would improve visually. Seems that these Speed Trees dont´t go well with the map.

In WOP I can do some fix in the drivers CP but in CloD doesn´t change much. Look





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