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213

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Everything posted by 213

  1. you have an immortality switch and an invulnerability switch. the former protects your craft from ever receiving damage. the latter makes it so deaths do not get recorded to the pilot's log.
  2. yeah canard and foreplane are not mutually exclusive terms, so i was highly suspicious about the manual claim.
  3. i don't imagine the typhoon manual would ever state that it's not a canard.
  4. the most impressive "wing bending" flex animation at 3:40:
  5. yes. use su25 pilot. remove the mask and replace the visor with an animated nvg or hms.
  6. lol the sr 71 is pretty ugly.
  7. we can do it with proper documentation. i saw russian forum has russian document. just needs english translation.
  8. very good. have you generated specular map for the texture? dcs uses green and orange spec maps that add greatly to the look of the craft.
  9. edit: i found it. thanks for the help, btw
  10. this is embarrassing. because i still haven't found it. this is what i see in the materials panel:
  11. what's the name of the material? just ed? i'm looking at the material bar and it's not showing anything i can tell as originating from ed.
  12. no offense, but it's not like you don't have google or wikipedia to fact check for something you clearly have no understanding of.
  13. they have other helicopters for that. k-50 is not designed for night operation. it won't happen, because fc caters to a different crowd than dcs. i think you'll get 3d cockpits, but i doubt it'll have the same level of "clickology"
  14. what are the requirements for exporting to edm? i exported some models of soldiers but there's no dialog to tell me what's wrong and predictably it doesn't work. i assume it must be a single object. ie no multi meshes? anything else?
  15. hi, maybe you can help me put this in game. i cannot convert it to a functional edm format:
  16. none of the vehicles use bump mapping as far as i can see. the f15e uses environment map and specular map(probably what you refer to as fake bump mapping). however the us pilot model uses normal map. if you get close you can see it on his vest pouches. normal map is the same thing as bump mapping.
  17. you have to open your door
  18. 213

    Effects.

    http://img213.imageshack.us/img213/1319/rocketimpacts.jpg this explosion doesn't look too bad. what ruins it is the out of focus sparks. it's really large and it's blurry.
  19. hi, i explain this phenomenon based on my experimentation with vehicles: http://forums.eagle.ru/showthread.php?p=1330576#post1330576
  20. graphics wise, the main performance killer is the vehicles themselves. you can test this hypothesis by creating a level with you and a few vehicles parked around you, then remove them and compare the performance difference. my fps dropped 20 points with tanks and apcs parked around me. -40 or so fps with f15es and a10s around me. normal operation with just buildings and environment my fps is around 80 without vsync. but i play with vsync on so i don't feel the impact as much. at 200k poly per dcs standard vehicle, a scene with five 200k vehicles parked together so that lod0 is on, generates a million polygons. it's an all too common an occurrence as well in this game when flying formation. however, to their credit, they have a robust lod switching system so it's not really 1mil all the time, but more like 400 to 600k polygons or so when flying formation, and a constant 800k in airbases with vehicles crammed together, but not counting the environment and buildings. most games like battlefield/cod, and something closer to dcs spectrum, like arma 2, will use vehicles at around 10k-50k(arma 2 aircraft carrier) polygons at lod0, but they use normal maps to offset the quality difference, which if using the high poly baking method, can yield even better results than a plain 200k model. that is easily possible at dcs level for something like a 50k vehicle using normal maps baked from a 1mil poly sculpt. i'd say dcs is running double to triple the amount of polygons than the average game. the performance achieved is commendable actually, but i think it's a shame that they couldn't optimize the models more and free up resources for other calculations. and i've noticed that my video card is way louder and hotter when running this game. so the excess electricity usage from all the extra work load could have been avoided as well.
  21. for full understanding of normal map possibilities: http://www.polycount.com/forum/showthread.php?t=77146 of course we know ed will continue to use high amount of polygon and model every little bump and groove even with normal map :D
  22. updated pilot model for ka-50, mi-24, mi-28. they are still using fc2 models. meanwhile su-25, mi-8mt, a10, f-15, etc cruising around with high quality pilots. also, add in specular map layer for ka-50. i just need the path to be included.
  23. you can do that with texture edit. for example: http://img.photobucket.com/albums/v621/jocko417/FltLoot.jpg
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