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Posted
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

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Posted (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)

 

attachment.php?attachmentid=28724&stc=1&d=1246471797

Edited by Nate--IRL--
  • Like 1
Posted

Now we will be able to flex the muscles of our SLI systems :), great news.

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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

Posted

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.

  • Like 1

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Posted (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 by Dany90

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Posted

Awesome news!!!

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Posted

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.

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  • 3 weeks later...
Posted
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.

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Posted

great news... if you have 2010

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  • 1 month later...
Posted
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

Posted

- 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?

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  • 2 weeks later...
  • 3 months later...
  • 1 month later...
Posted

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?

  • 2 months later...
  • 2 months later...
Posted
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.

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Posted

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
Posted

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

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Posted (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 by Moa
  • Like 1
Posted
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,

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