Joghurt Posted March 8, 2020 Posted March 8, 2020 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).
Tholozor Posted March 8, 2020 Posted March 8, 2020 Not a bug, the interior model is a separate model from the exterior model. The interior model is placed inside the exterior model at the correct position with parts made invisible to the player when under player control. 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/
Joghurt Posted March 8, 2020 Author Posted March 8, 2020 Then why is the interior model not always visible, even from the outside? Would be way more consistent :(
Bobik2002 Posted March 9, 2020 Posted March 9, 2020 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
Tholozor Posted March 9, 2020 Posted March 9, 2020 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/
Joghurt Posted March 9, 2020 Author Posted March 9, 2020 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.
Tholozor Posted March 9, 2020 Posted March 9, 2020 (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 March 9, 2020 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/
Harker Posted March 9, 2020 Posted March 9, 2020 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. 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
Hardcard Posted March 11, 2020 Posted March 11, 2020 (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 March 11, 2020 by Hardcard [sIGPIC][/sIGPIC]
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