Jump to content

Recommended Posts

Posted

I created a helper skin to be able to find the locations to place markings for formation alignmen.

 

 

While doing so I found what seems to me like a bug with the textures: When looking at my aircraft from the outside (F2), some parts of the skin are used for the cockpit internal textures (see blue parts in the first image), while when looking from the inside (F1) they are not (compare with rest of images).

Screen_200308_183544.thumb.jpg.f1e29603935d6dacf2d0756c70aaa414.jpg

Screen_200308_183552.thumb.jpg.9f985adc6f3c22d8a21c5c5a850b6d46.jpg

Screen_200308_183604.thumb.jpg.c5ed9a92cbc04158758508f73ff97499.jpg

Screen_200308_183558.thumb.jpg.d686c6f2ed69317d8090304b56c56e02.jpg

Posted
Then why is the interior model not always visible, even from the outside?

Would be way more consistent :(

Because performance.

Ryzen 9 5900x | 32GB DDR4 | RTX 3090 | 32GB RAM 

 

Posted

The interior cockpit model has an enormous amount of polygons, and is also only present for players who own the Hornet. If the interior cockpit model was present in the exterior model, it would raise the disk space requirements for all players.

REAPER 51 | Tholozor
VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/
Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/

Posted

Polygon count is fine by me, but I don't see why they couldn't use the same texture?

 

As long as it's just the texture itself and no shadow- or bump map or such that should be possible.

 

It should be just a matter of how to organize the parts on the texture image.

Posted (edited)

Then the cockpit textures would also have to be part of the install for everyone, and since it's a different model, it has a different UV map. What you want would require an remodel of the entire jet to basically 'shove' the interior model into the exterior model. It's not a feasible task, and it doesn't make any sense to do so, as any level of detail would be lost at the ranges which the cockpit is viewed from the outside.

 

At the end of the day, this is not a bug, all player-controlled aircraft in DCS are like this. I have nothing more to add.

Edited by Tholozor

REAPER 51 | Tholozor
VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/
Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/

Posted
Polygon count is fine by me, but I don't see why they couldn't use the same texture?

 

As long as it's just the texture itself and no shadow- or bump map or such that should be possible.

 

It should be just a matter of how to organize the parts on the texture image.

The internal cockpit textures are very different from the external cockpit ones, the same way the internal cockpit geometry is very different and vastly more detailed than the external one. They are higher resolution and there are many more texture files than for the external view. The internal textures are coded to be placed on the internal geometry objects and they can't translate to the external geometry.

The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord.

CVW-17_Profile_Background_VFA-34.png

F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3
-
i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro

Posted (edited)
I don't see why they couldn't use the same texture?

 

The way DCS was built, all flyable aircraft use a highly detailed cockpit model for first person view, which is SEPARATE from the aircraft model that you see in external view.

 

The aircraft model that you see in external view has a bare minimum cockpit, it's NOT the same cockpit model that you see in first person view.

 

ED probably did it this way due to limited tech/computing resources back in the LockOn days and general performance concerns.

 

 

Now, if you've ever modelled, you know that detailed textures need to be tailored to a specific 3D model, they can't be used on different models without modification.

 

This is why you find different cockpit textures depending on your view, they belong to different 3D models.

Edited by Hardcard
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...