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Posted

The previous answer goes into the "too bloody difficult" bin, along with the "Can we have the LERX vortices back, please?" question.

 

I can see some reasoning for LERX vortices, especially when they were present in Flanker . . . . but I don't see much reason to spend all that time putting the vapour clouds in.

 

Or were you actually talking about the foam on the water?

 

 

That's an interesting one . . . . and I'm not sure it's come up before. Still guessing the answer will be no, though.

Posted

Because water has something called surface tension. you'll barely cause any disturbance at all over water because of it.

 

As for LERX, and vapor over the wings, it is doable, but it requires a significant investment in writing the shader files for each aircraft (ebcause thyey have distinctive effects) and also in coding conditions as to when those should appear.

 

It is, basically, not a very easy thing to do, and it is certainly a tedious thing to do.

 

I'd like to see it happen, natch.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Btw. why is the water modeled all over the terrain? (a plane over the entire terrain, but only visible on lower parts)

Seems, that single planes only on that parts, which really needs the water, may increase overall game-speed cause the renderer doesnt have to render only the really visible parts of the water.

I model much times scenes with water (3d max) and i never use a plane, that is as great as the entire ground-plane. By the hell, if i doing it like your way, my rendering-times will explode to a thousand times.

Cut the water into needed parts, it will boost up the entire game!

More frames=more power=more effects can be used. Simple, isnt it? ;)

Posted (edited)
Btw. why is the water modeled all over the terrain? (a plane over the entire terrain, but only visible on lower parts)

Seems, that single planes only on that parts, which really needs the water, may increase overall game-speed cause the renderer doesnt have to render only the really visible parts of the water.

I model much times scenes with water (3d max) and i never use a plane, that is as great as the entire ground-plane. By the hell, if i doing it like your way, my rendering-times will explode to a thousand times.

Cut the water into needed parts, it will boost up the entire game!

More frames=more power=more effects can be used. Simple, isnt it? ;)

Actually, it isn't one big plane.

 

Btw, actually rendering the water doesn't take much time, you can check the extended statistics in the game. However, the processing that needs to be done before the water plane can be rendered does take a lot of time. A different approach would help. Not dividing into a million pieces.

Edited by ALDEGA
Posted

Aldega, on ur screenie i only see one big water-plane ;)

I dont mean the polygons of the water, i mean the water itself.

It's like layering one pic over another, the water is modeled as one big rectangle, of course with more than one poly.

Sometimes it is possible to move the cam in-game below the ground, try it and u see what i mean.

I think, i should post a 3d-screenie to show what i mean. Doing it later if u want

Posted

Uhm...if the render-engine has to work such a big plane in high-detail, it slows down extremly. If it cuts in smaller single parts, only the visible parts, the rendertimes will go down and the frames goes up. Look at the map, how much land is there and how much water can u see? Just about 50% of the complete map is water, maybe less than that.

If the other 50% will cut out of the water map, it will be a big jump on the whole power.

But only the ED's can tell more about the way how they did it and if it's possibe what i say.

Im just a 3D-modeler, workin' on One-Shot-Models (Picture-Rendering) or sometimes on longer animations for my customers. I cant say which ways the game-designer use and what kind of restrictions they have. Should be interesting to talk with someone of them 'bout that, i never finish learning ;)

Posted

Theres one feature I'd like added to v1.2 and thats the ability to insert audio files into missions at set time periods or be activated by events. (which also needs to work online if possible)

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Posted
Because water has something called surface tension. you'll barely cause any disturbance at all over water because of it.
Have a look at the video "ras_des_flots.mpg" theres at bit looking back where you can see the disturbance mad by a Mirage on the water ... serious low flying!
Posted
Uhm...if the render-engine has to work such a big plane in high-detail, it slows down extremly. If it cuts in smaller single parts, only the visible parts, the rendertimes will go down and the frames goes up. Look at the map, how much land is there and how much water can u see? Just about 50% of the complete map is water, maybe less than that.

If the other 50% will cut out of the water map, it will be a big jump on the whole power.

But only the ED's can tell more about the way how they did it and if it's possibe what i say.

Im just a 3D-modeler, workin' on One-Shot-Models (Picture-Rendering) or sometimes on longer animations for my customers. I cant say which ways the game-designer use and what kind of restrictions they have. Should be interesting to talk with someone of them 'bout that, i never finish learning ;)

 

Last time this came up, the official answer was that when you split the water into sea, lakes, rivers, and so on . . . . . the processor actually has to work far HARDER, to deal with all the separate entities. Having a single object makes it much, much easier.

 

And the water isn't rendered when it isn't visible.

Posted
And the water isn't rendered when it isn't visible.

 

Not sureabout this brit, on my lowly machine you can sometimes see it render the sea over the entire area, then bits of land, clouds etc Usually if you do an Alt TAB out and back in. I've also seen a bug where you end up beneath the land and there is definately sea rendered over the whole area below.

Posted
Not sureabout this brit, on my lowly machine you can sometimes see it render the sea over the entire area, then bits of land, clouds etc Usually if you do an Alt TAB out and back in. I've also seen a bug where you end up beneath the land and there is definately sea rendered over the whole area below.

 

But you can see the sea, so obviously it's being rendered. It's kind of difficult to visually prove it when the act of seeing the sea would cause it to be rendered :p

 

I might go check, but I'm pretty sure the sea under the land isn't rendered once the land is visible over the top of it.

Posted

The point is debatable. I for one would like to know that if the sea isn't rendered, how come switching from high water to very high water reduces frame-rates over land.

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Posted
The point is debatable. I for one would like to know that if the sea isn't rendered, how come switching from high water to very high water reduces frame-rates over land.

 

Good question . . . . very high's the reflections upgrade, isn't it?

 

For a start, bear in mind that the reflections brought in with Very High water don't just apply to the water - they apply to anything reflective. One possible reason.

 

 

Here it's worth linking to one of the original discussions - note the DayGlow quotes in particular:

 

http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=37;t=003709

Posted
Good question . . . . very high's the reflections upgrade, isn't it?

 

For a start, bear in mind that the reflections brought in with Very High water don't just apply to the water - they apply to anything reflective. One possible reason.

 

 

Here it's worth linking to one of the original discussions - note the DayGlow quotes in particular:

 

http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=37;t=003709

 

Well, how bout from Medium to High water then? I'm pretty sure that takes a hit too, but with my card (X800XL), I can't really tell - both are like at 90-100FPS.

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