JaNk0 Posted July 1, 2009 Posted July 1, 2009 New format EDM Stumbled upon this @ russian 3D section. This is what google translate translated it to in english: http://translate.google.se/translate?js=n&prev=_t&hl=sv&ie=UTF-8&u=http%3A%2F%2Fforums.eagle.ru%2Fshowthread.php%3Ft%3D43060&sl=ru&tl=en&history_state0= The orginal topic is here: http://forums.eagle.ru/showthread.php?p=711178#post711178 2 [sIGPIC][/sIGPIC]
VMFA117_Poko Posted July 1, 2009 Posted July 1, 2009 Dynamic effects and bump mapping sound great :thumbup:
enigma6584 Posted July 1, 2009 Posted July 1, 2009 Okay, for us computer programming illiterates, could someone please explain what this means?:helpsmilie:
Karon Posted July 1, 2009 Posted July 1, 2009 Okay, for us computer programming illiterates, could someone please explain what this means?:helpsmilie: Here is well explained: http://en.wikipedia.org/wiki/Bump_mapping "Cogito, ergo RIO" Virtual Backseaters Volume I: F-14 Radar Intercept Officer - Fifth Public Draft Virtual Backseaters Volume II: F-4E Weapon Systems Officer - Internal Draft WIP Phantom Articles: Air-to-Air and APQ-120 | F-4E Must-know manoevure: SYNC-Z-TURN
Nate--IRL-- Posted July 1, 2009 Posted July 1, 2009 (edited) Okay, for us computer programming illiterates, could someone please explain what this means?:helpsmilie: ED finally are thinking of implementing graphic techniques first introduced in 2000 ;) Actually Bump mapping is already used for the water in LOMAC and BS http://www.tweak3d.net/articles/bumpmapping/ Nate Edit:- the screenshot from ED in post by Acgaen (I have no idea if this just a render or in game in a new engine) Edited July 1, 2009 by Nate--IRL-- 1 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
BTTW-DratsaB Posted July 1, 2009 Posted July 1, 2009 Now we will be able to flex the muscles of our SLI systems :), great news. Specs: GA-Z87X-UD3H, i7-4770k, 16GB, RTX2060, SB AE-5, 750watt Corsair PSU, X52, Track IR4, Win10x64. Sim Settings: Textures: ? | Scenes: ? |Water: ? | Visibility Range: ? | Heat Blur: ? | Shadows: ? | Res: 1680x1050 | Aspect: 16:10 | Monitors: 1 Screen | MSAA: ? | Tree Visibility: ? | Vsync: On | Mirrors: ? | Civ Traffic: High | Res Of Cockpit Disp: 512 | Clutter: ? | Fullscreen: On
EvilBivol-1 Posted July 2, 2009 Posted July 2, 2009 Quick translation: ED will be introducing a new model format - EDM. This format will require 3D Studio Max 2010 and new plug-ins that ED will be releasing in the future. The new format will support: - Specular Map - Normal Map - Multi-sub materials - possible skeletal and morphing animation support, which is currently under development Objects will support dynamic animations, such as weathering, snow build-up, etc. depending on external conditions. In all cases, new models of units, structures, weapons, people, animals {!, EB} etc. need to include a specular map and, if appropriate, bump map. Slowly, even very slowly Acgaen plans to release modeling documentation for the new format. Regarding LOM-format models currently in development, you should proceed with development as normal, but add a specular map. The animation arguments will be backwards-compatible and will work in the new format. 1 - EB [sIGPIC][/sIGPIC] Nothing is easy. Everything takes much longer. The Parable of Jane's A-10 Forum Rules
Dany90 Posted July 2, 2009 Posted July 2, 2009 (edited) Good to hear that DCS models will use new effects, i hope you will release soon that 3ds max 2010 tools :D And I hope in the new format we will have some support for cockpits. Edited July 2, 2009 by Dany90 And this will happen again and again and again...
connos Posted July 2, 2009 Posted July 2, 2009 Awesome news!!! [sIGPIC][/sIGPIC] ASUS M4A79 Deluxe, AMD Phenom II X4 940@3.5GHz, ATI 6870 1GB, Windows 7 64bit, Kingstone HyperX 4GB, 2x Western Digital Raptor 74GB, Asus Xonar DX Sound Card, Saitek X52 PRO, TrackIR 44: Pro.
jctrnacty Posted July 2, 2009 Posted July 2, 2009 OMG....that c-130 is spectacular !!!! I´m Looking forward to A-10 new info. I hope that we will get that c-130 as a bonus sometimes as a flyable. [sigpic][/sigpic] MB MSI x570 Prestige Creation, RYzen 9 3900X, 32 Gb Ram 3333MHz, cooler Dark rock PRO 4, eVGA 1080Ti, 32 inch BenQ 32011pt, saitek X52Pro, HP Reverb, win 10 64bit
Grimes Posted July 24, 2009 Posted July 24, 2009 possible skeletal and morphing animation support, which is currently under development Even with minimal implementation of this it will be a giant step forward for improving the animation of organic objects. By multi-sub materials do you mean it will directly support the multi-sub object material in 3dmax? Would it be possible to allow for a randomized grunge(dirt) layer texture to be applied to the model. My logic being you could have 10 aircraft with the same exact skin but each is a little different because the a different texture of paint chips, "baked" weathering, and other "dirty" elements is added to each aircraft. Is there any possibility of using objects/helpers within 3dmax to specify points in 3d space of interest. For instance placing a specific object at the local 0,0,0 of weapons pylons on an aircraft will export that data. Also the ability to xref an object (preview only purposes) within 3dmax in conjunction with whatever is being modeled would be useful. Basic "playback" features within the model viewer would be a welcome addition. Anything that allows you to view an animation at its natural speed. Also basic camera motion, such as zoom, pan, and rotate would make using the model viewer less of a pain. Essentially I don't want to be stuck zooming and rotating upon a fixed point in the model, I'd like to point the camera exactly where I want. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
joey45 Posted July 24, 2009 Posted July 24, 2009 great news... if you have 2010 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
Mizzy Posted August 31, 2009 Posted August 31, 2009 Now we will be able to flex the muscles of our SLI systems :), great news. By the time it comes out you will be on to another computer or maybe even another after that. This is well into the future development plans ;) Mizzy
Shaman Posted August 31, 2009 Posted August 31, 2009 - possible skeletal and morphing animation support, which is currently under development What does it mean to vehicle models, like aircrafts? What are the possibilities/benefits? 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Tbag Posted September 9, 2009 Posted September 9, 2009 You could see your groundcrew walking up maybe? Or soldiers that actually move when you shoot at them? That's at least what I hope it means :) [/url]"Time is an illusion. Lunchtime doubly so." - Douglas Adams
Bucic Posted September 9, 2009 Posted September 9, 2009 (edited) What does it mean to vehicle models, like aircrafts? What are the possibilities/benefits? 00:31 Edit: In Rise of Flight 1:26 Edited September 13, 2009 by Bucic F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
theGozr Posted December 28, 2009 Posted December 28, 2009 The new plug-ins? where are they or when ? Thx Fly it like you stole it..
Doogerie Posted February 9, 2010 Posted February 9, 2010 If it can support cockpit i am thinking harrier jump jet
borchi_2b Posted February 13, 2010 Posted February 13, 2010 Objects will support dynamic animations, such as weathering, snow build-up, etc. depending on external conditions. does that mean, we will be able to make better explosions, with sparks and debrie flying around by using reactors? or do we have to model that by hand then? http://www.polychop-sims.com
Moa Posted April 16, 2010 Posted April 16, 2010 Borchi, this is off-topic but you might be interested in the following since your signature repeats a myth. Please see the following for more information about the space pen: http://www.snopes.com/business/genius/spacepen.asp 1
ViperTech Posted June 28, 2010 Posted June 28, 2010 Quick translation: ED will be introducing a new model format - EDM. This format will require 3D Studio Max 2010 and new plug-ins that ED will be releasing in the future. The new format will support: - Specular Map - Normal Map - Multi-sub materials - possible skeletal and morphing animation support, which is currently under development ... I think specially features like the specular map and bumpmapping will make the skins look ways more realistic. With the specular maps the aging/dirt of a skin looks ways better and not so clean. Hope that the plugins for 3ds Max 2010 comes fast, I can't wait for it. The old plugins don't work for me anymore...I changed all my working stations to 2010/2011. [sIGPIC][/sIGPIC] CPU: 2x AMD Opteron 8382 Quadcore (4x2,6GHz) MB: Tyan S8212 Double-CPU RAM: 16GB DDR2 Corsair HDD: 4x 2TB WesternDigital WD2003FYYS at Raid 5 Graphics: 2x ATI FirePro V8800 2GB crossfired Monitor: 3x 22'' EIZO S2243W BS: Windows 7 64Bit Ultimate
Moa Posted June 28, 2010 Posted June 28, 2010 Would be nice if EDM was documented. Then we can get the Blender crew to write converters for it. Otherwise people have to choose between either infringe copyright or purchase expensive software just to contribute meshes to LockOn. I don't believe in infringing copyright so won't go that route, but don't want to plonk all the cash down for 3ds Max 2010 either - not when there are TM:Warthog sticks and MFDs to buy instead and Blender is perfectly good. All it takes is a little documentation about the file format.
ED Team c0ff Posted June 29, 2010 ED Team Posted June 29, 2010 I doubt Blender crew will write anything for you. Though, there's a possibility we release the documentation and/or some source code sufficient to write an export plugin for Blender. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.
Moa Posted July 7, 2010 Posted July 7, 2010 (edited) I doubt Blender crew will write anything for you. Though, there's a possibility we release the documentation and/or some source code sufficient to write an export plugin for Blender. That would be fantastic. If they don't end up writing a plugin I would likely write one next year since I know C & C++. I already know someone who would use it besides myself. ED don't need to write the plugin - we know you are very busy - all we require is decent documentation of the model file format. This is a great opportunity for ED to get the efforts of modders dispirited with FSX. Edited July 7, 2010 by Moa 1
MadMaxter Posted July 8, 2010 Posted July 8, 2010 I doubt Blender crew will write anything for you. Though, there's a possibility we release the documentation and/or some source code sufficient to write an export plugin for Blender. The Blender crew is made of people, like us in the modding community, who use blender to enhance their endeavors. As Moa said, since Blender is open source, if ED would kindly release the necessary data and source code for EDM, someone could step up and build an exporter for Blender to EDM. This has already been started for FSX. Someone, not affiliated with Blender, took their open codes and created a plugin for it. Same for X-plane. X-plane, in fact, has embraced Blender as well as a few other 3d programs as a way for the community to enhance X-plane. This has exponentially increased X-plane's bottom line, since Micro$oft is no longer interested in putting anymore sims out. X-plane has begun building their client base by allowing the end-user to create what makes them happy. I understand why ED is reluctant, but with the advent of the integrity check and such things, many of those worries are now moot. Look at what has been accomplished with the limited release of source code thus far. Vast amounts of models and whole mod packages, scenery, texture and soundpacks that rival anything seen or heard before, and endless utilities designed to make tactical life easier. If the needed code was released for free 3d programs like Blender or Gimp to be able to use plugins for DCS or FC2, the sky would literally be the limit. I for one would have several dreams be realized, should I be able to use Blender to create the next level of VNAO mods. Food for thought, Hope this becomes realized. Thanks, VNAO MadMax CO Virtual Naval Air Operations http://www.virtualnavairops.com [sIGPIC][/sIGPIC]Proud founder of VNAO and current deck jockey with VFA-103:pilotfly::pilotfly:
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