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Posted

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:

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Posted

The problem is inherent to the method that is used now. I doubt that the community can bolt on separate IR texture rendering.

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Posted

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.

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Posted
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.

Posted (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 by jotaele
trying to insert a youtube link

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Posted

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.

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Posted

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.

Posted (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 by Nate--IRL--
Posted

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. :(

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Posted

I shall keep dreaming! You can't have it all, and the sheer scale of what HAS been done is amazing!

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Posted
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.

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  • 3 years later...
Posted

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.

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Posted

Lazarus !!!! Wake up and walk !!!

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Posted
Just for comparison

 

 

very detailed. looks like black-white tv

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