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213

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Everything posted by 213

  1. maybe you can open the magazine to read or go explore the toilet. :) new level of simulation.
  2. http://www.seveng.forum3.info/t178-dcs-world-seven-g-f-a-18
  3. it's also useful from high elevations as well. you're thinking a ground level normal map noise texture, which is useful for low level flying, giving sense of speed and creating small scale details. but i mean a normal map generated from the satellite height data like this: http://www.cajomi.de/GeoControl/Bilder/sarntal_normal_map.jpg http://forum.wmdportal.com/attachment.php?attachmentid=13959&d=1332282190 because terrain geomtry is limited, light interactions often appear flat. normal maps can create the illusion of features big and small, and realistic lighting as well. an example of ground level noise normal map+height data normal map: http://cdn.wolfire.com/blog/terrainlighting/normalmapcombination.jpg http://cdn.wolfire.com/blog/terrainlighting/comparison.jpg from a real life scene such as the photo below, the organic and detailed shading on the side of the rock would not be possible with just vertex lighting, but it can be simulated using height data normal map: http://www.discoverthetrip.com/uploads/top_articles_images/119-Uluru_Ayers_Rock_Alice_Springs_Australia_07.04.2012.jpg
  4. they'll all have new plane models, but same 2d cockpit :)
  5. 213

    jiggling toggle

    you can already do this by pressing shit j. i'm asking if you can do this without pressing shift j.
  6. 213

    jiggling toggle

    sorry to say, but this doesn't seem to be working. you still have to press shift+j
  7. i pressed alt j but it doesn't work, i can sit in the cockpit, but can't control the plane.
  8. looks kind of like someone took a sandpaper to the metal parts tbh.
  9. heh bs2 is mild compared to a-10's campaign missions. the amount of vehicles and ai calculations just kills fps. unfortunately this cannot be solved until the ai calculation is moved to another pipeline.
  10. it's not imported. it's in the game already, he just made it flyable.
  11. 213

    jiggling toggle

    yeah, but wouldn't the floating camera feature be disabled? camera jiggle is something that goes on top of it.
  12. all worthy features are time consuming to implement.
  13. it's obvious what you meant by your original post, it would be smarter to just admit you were wrong.
  14. better multicore support started this thread both to suggest opening cores 3 and 4, but also to ask how come you guys don't have this yet?
  15. 213

    jiggling toggle

    no, i mean the effect you get from pressing shift+j.
  16. just wait until the final release comes out, that's probably when they integrate the bs2 and warthog.
  17. imo this means the planes in fc3 will be direct ports perhaps with the updated models and more features, but clickable cockpit, no.
  18. anyone know if there's a way to configure the game to use normal maps for the terrain texture? i want to create a normal map texture based on the existing "world" terrain texture and i want to make it work in the game.
  19. ed ask for carl vinson information in this thread http://forums.eagle.ru/showthread.php?t=44598 combined with the information about domain name registration i think f-18 is right on the money.
  20. he is best thing happen to simulation since dcs. mark of the "dcs standard" imo
  21. please put a sensible fps cap on model viewer otherwise it will ruin videocard under prolonged use. i hear the videocard working itself into early grave with 5000+ fps. not necessary when browsing edm files. thank you.
  22. i think he means the super scripted f-18f mission. i did not play it. only watched the movie on youtube. it was very funny.
  23. jdam explosion: http://upload.wikimedia.org/wikipedia/commons/5/58/GBU-38_munition_explosions_in_Iraq.jpg things i notice: sharp v shaped ejections. the current prong effects do not do justice to the velocity and violence of this ejection. this can only be done with a sprite featuring fine grains on an alpha transparent background. i think combined with the current effect, with the dark color changed to brown, it would work fairly well. i honestly think ed underestimates animated sprites. for efficient, non resource intensive dust kickup effects, sprites are still unparalleled. this is because they happen fast enough that the illusion of dimension and volume isn't broken. also, they can be as detailed as the artist cna make them. they can have complex shapes and multiple colors because it's basically an animated texture, something particles require lots of power to do. some sprite kick up effect from other games as inspiration: http://pcmedia.gamespy.com/pc/image/article/121/1217397/WoT_2_1327696888.jpg http://media.pcgamer.com/files/2010/11/Red-Orchestra-2-sandbag-bunker.jpg what happens is you combine sprite and particle effects to simulate the appearance of dust, dirt, debris moving at different velocity, trajectories and scale.
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