Migow Posted January 12, 2012 Posted January 12, 2012 hi actually the flir is ... wrong (and almost useless)so i wonder if it is possible to use community made texture to fix this problem with lua or if we need hardcoded fix too?:music_whistling: member of 06 MHR / FENNEC Mi-24P
diveplane Posted January 12, 2012 Posted January 12, 2012 prove your points more by some details maybe? whats wrong with it? https://www.youtube.com/user/diveplane11 DCS Audio Modding.
sobek Posted January 12, 2012 Posted January 12, 2012 The problem is inherent to the method that is used now. I doubt that the community can bolt on separate IR texture rendering. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
SmokeyTheLung Posted January 12, 2012 Posted January 12, 2012 I'ce searched for "FLIR" textures inside the game, they don't seem to exist. I'm pretty sure the game generates a regular color image for the TGP, then filters/processes the image on the fly. I admittedly have no idea what I'm talking about here ;). I, however, suspect this is true because you will see a quick flash of regular "color" image on the TGP when you select it. System specifications: Computer, joystick, DCS world, Beer
Moa Posted January 13, 2012 Posted January 13, 2012 I'ce searched for "FLIR" textures inside the game, they don't seem to exist. I'm pretty sure the game generates a regular color image for the TGP, then filters/processes the image on the fly. I admittedly have no idea what I'm talking about here ;). I, however, suspect this is true because you will see a quick flash of regular "color" image on the TGP when you select it. Changing from color (eg RGB) to greyscale (intensity) is very easy and if you search on the net there are lots of ways of doing it. However since even camouflaged objects are distinct from their surroundings some other processing must also be happening. Either the in-game units are getting rendered brighter when in FLIR mode before conversion, or they have a 'vertext attribute' that gets rendered brighter in the shader (different techniques for the same effect). I too am guessing - but if I was gonna do FLIR quick n' dirty this is how I'd do it. Obviously a FLIR texture map would be even better, since anyone who has looked through an aircraft thermal system (I have :) ) or even a YouTube fan would notice that engines (and fired gun barrels) stand out from the rest of a vehicle. Cows, clouds and horses stand out amazingly too. From the brightness of the vehicle engine you can tell whether the vehicle is running, parked but run recently or not run for a while. In fact, the sensors are so good you can see the spars inside the skin of your aircraft, and even the change in air temperature caused by air passing over the wing during flight.
diveplane Posted January 15, 2012 Posted January 15, 2012 thats a lot of detail though , maybe just to great for tgp atm, once we get into multicore support we will see more detail. https://www.youtube.com/user/diveplane11 DCS Audio Modding.
jotaele Posted January 18, 2012 Posted January 18, 2012 (edited) flir in arma I wish a FLIR like the one in arma Arrow Head.I think is the best i have seen.And really practical.Always a i fly DCS at night i found FLIR like a simple emulation of what it shoud be. Pls take a look at Edited January 18, 2012 by jotaele trying to insert a youtube link Fly and let fly
Chazz_BMF Posted January 18, 2012 Posted January 18, 2012 Just for comparison :pilotfly:Wolfpack Production:pilotfly: -=<[WiN 10, I7 3770K @ 4,5 Ghz, Corsair H100i, Sabertooth Z77, 16 GB Dominator, Sapphire 7970 VaporX 6GB, C70 Vengance, Thrustmaster Warthog HOTAS, Saitek Pro rudder, Track IR, Beyerdynamics MMX 300 ]>=- DCS/FC2/FC3/Arma videos on my channel: https://www.youtube.com/user/WolfpackproductionDK "Fortes Furtuna Juvat"
Turk10mm Posted January 25, 2012 Posted January 25, 2012 I believe the way to accomplish the need for this is temperature based object models. Essentially everything in the sim would be assigned a temperature value. This would be rather simple for troops and objects that don't have engines/moving parts. But probably more difficult for objects with turbines, engines, tracks, tires, etc, as well as explosions tracers etc. That being said, I bet its readily doable by DCS. It would definitely make target identification much easier since you would have much less ground clutter, which would be far more realistic. As a side note, in battlefield 3 everything is assigned a temperature, although its a rather simple model. It would be awesome to see the rocket plume of a SAM fire off from the ground. [sIGPIC][/sIGPIC] Recruiting open for A-10C and/or KA-50 Squadrons http://www.firstfighterwing.com/forums/content.php
Nate--IRL-- Posted January 25, 2012 Posted January 25, 2012 I believe they are called Temperature maps (Basically a grayscale Bitmap) applied to the existing models. No need for a separate model - just a new temperature texture. Basically requires a complete new texture map for every single object in the sim - a ton of work. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Krunkskimo Posted January 25, 2012 Posted January 25, 2012 My biggest gripe is how the terrain is rendered. it seems Some of the ground is hot as an engine and the rest the coldest value which makes its hard to spot units. It would be nice if you could limit the min and max value of what the terrain shows. Then just make Temperature maps for craters, roads (i beleive are seperate layers), water, units and buildings. I think it's fairly reasonable to include some sort of improved IR system for the EDGE update, It deffiniatly fits the criteria of what would be in a Dynamic Terrain Engine.
Nate--IRL-- Posted January 26, 2012 Posted January 26, 2012 (edited) My biggest gripe is how the terrain is rendered. it seems Some of the ground is hot as an engine and the rest the coldest value which makes its hard to spot units. It would be nice if you could limit the min and max value of what the terrain shows. Then just make Temperature maps for craters, roads (i beleive are seperate layers), water, units and buildings. I think it's fairly reasonable to include some sort of improved IR system for the EDGE update, It definitely fits the criteria of what would be in a Dynamic Terrain Engine. Again, every object, including terrain, requires a new texture-map/heat map - not easily done. Nate Edited January 26, 2012 by Nate--IRL-- Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
KLR Rico Posted January 26, 2012 Posted January 26, 2012 It would be AMAZING to have IR simulated accurately (even with the warm spatter left over from 30mm rounds on soft targets :D ), but it's looking pretty clear it's not happening time soon. :( i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
Nate--IRL-- Posted January 26, 2012 Posted January 26, 2012 It would be AMAZING to have IR simulated accurately (even with the warm spatter left over from 30mm rounds on soft targets :D ), but it's looking pretty clear it's not happening time soon. :( Not happening this instant anyway..... Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
KLR Rico Posted January 26, 2012 Posted January 26, 2012 I shall keep dreaming! You can't have it all, and the sheer scale of what HAS been done is amazing! i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
Megagoth1702 Posted January 29, 2012 Posted January 29, 2012 I believe they are called Temperature maps (Basically a grayscale Bitmap) applied to the existing models. No need for a separate model - just a new temperature texture. Basically requires a complete new texture map for every single object in the sim - a ton of work. Nate Which makes me wonder how the devs never thought of it before... It's easily done when making a model from scratch, it just takes some more texturing time. I wonder why the devs didn't think of a proper thermal imaging system when creating the models. DCS is/was about modern stuff after all... I understand this is just a bitching post, but maybe for the future (when creating new models\textures) devs could keep in mind that adding one extra B/W texture is not too much work... But I absolutely agree that overworking all the objects present in the game would take months... And money, a lot of money. [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
Wizard1393 Posted May 21, 2015 Posted May 21, 2015 Bump. Nothing new on this subject? Until and if it gets done "properly" wouldnt it be possible to mod it somehow so that all UNITS basically are clear shining white/black in the WHOT/BHOT modes? Those modes are basically useless now, unless it's night, then it's a LITTLE useful. I cant understand why it's made like this really from the beginning as someone said. Trees and terrain are often just as white as any unit, human soldiers or vehicles.... Seems like it would not be too hard to do it BETTER, even if not using accurate heat texture maps. Just have all terrain/dead objects/buildnings darker and only UNITS brighter. GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K @ 4,9GHz | RAM: 64GB DDR4 3000MHz VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick OS: Windows 10 22H2
Esac_mirmidon Posted May 21, 2015 Posted May 21, 2015 Lazarus !!!! Wake up and walk !!! " You must think in russian.." [sIGPIC][/sIGPIC] Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´ Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4
ebabil Posted May 21, 2015 Posted May 21, 2015 Just for comparison very detailed. looks like black-white tv FC3 | UH-1 | Mi-8 | A-10C II | F/A-18 | Ka-50 III | F-14 | F-16 | AH-64 | Mi-24 | F-5 | F-15E| F-4| Tornado Persian Gulf | Nevada | Syria | NS-430 | Supercarrier // Wishlist: CH-53 | UH-60 Youtube MS FFB2 - TM Warthog - CH Pro Pedals - Trackir 5
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