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Drav

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  1. Do you work for Bohemia Interactive?! Anyway easy on the hostility bigman, I was just trying to point out some of the reasons Shaman might think that..... Yup, maybe you're right. Maybe it will be excellent and just what DCS needs. But I can assure you its not the only new approach to making good looking trees, and as far as I am aware has only been used on the Arma 2 engine so far. Also you must consider the differences in what is an acceptable polycount. In Arma the models can have a higher polycount, whereas I imagine ED would want the best looking trees for the bare minimum count. On the surface this might sound the same, but BI might be happy with their trees looking good at a minimum of 100 polys, where ED may want theirs looking good at 16. All I'm saying is, that in my opinion, you cant beat stuff developed in house, which is possibly why BI made this rather than use speedtree?
  2. Bucic I think he means ED probably wont use it because its made for Arma2. It is highly likely that LINDA is optimised for their own engine rather than being truly third party, like speedtree for example. This may change in the future, but at the moment I think LINDA is heavily centred around Arma2, as it was developed for that purpose. I think when the time comes ED will probably develop their own solution, as that is usually the best way to get the best performance. Third party solutions are usually used to save time, especially when a company is using a licenced engine that they did not develop themselves.
  3. More. As far as I can tell DCS is still using 2 crossed polygons for its trees. However LINDA is also for ground troops so its trees will be more detailed than is required for DCS. However it would be nice to get some kind of middle ground between the two, where there is still as minimal a load on the system as possible, but some better detail at the most complex LOD level. I have been experimenting with some ultra low poly trees, I'll post em up when I get them in game.
  4. I am making some new trees but would like to know the polycount of the old ones (high, mid and low LODs) If anyone could find out, that would be lovely.... As for current theatre tactics, I believe the Brits in Helmand fly their Apaches very low and fast when enroute, but high for fire support. PS Check this video out for some amazing views of Taliban AA (Theres no killing) http://uk.youtube.com/watch?v=SL2ECPC4_RA&NR=1
  5. Thanks NotiA10. I have registered but am a little confused as to what that site does. Are they a modding group or is it a modding website? The site is pretty new but it looks from the few posts on there like they are a modding group. Either way there is no information on buildings in DCS, but I have pm'ed them some questions. In the meantime I'll take a look at how it is done in LOMAC and work from there. Cheers Drav
  6. Hi first post here so dont crucify me!! I have quite a bit of modelling experience and would like to start doing some stuff for DCS. I have a few questions, I hope this is the right place for them. Firstly I see there are some polycount guidelines for Lock On, but are there any changes for DCS? Secondly I would especially like to make some new buildings and trees. Are there any poly guidelines for them, and do they use a shared pallet texturing system? Also are they exported from max as per the planes or in a different manner? Thanks in advance. Drav
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