+Soulfreak Posted December 9, 2011 Posted December 9, 2011 try JPG textures, then performance will be better! Great work so far!!! Quote
+Julhelm Posted December 9, 2011 Posted December 9, 2011 Jpeg has s**tty compression. DDS is industry-standard. Can you post the texture flats? Quote
+Soulfreak Posted December 9, 2011 Posted December 9, 2011 But it uses less space then dds textures. Which means better performance in game. Quote
+Julhelm Posted December 9, 2011 Posted December 9, 2011 Short answer: No. Keep in mind that in addition to the above, JPEG has to be decompressed into VRAM at runtime, unlike DDS: DXT compressed textures can be used directly in their compressed form by most modern GPUs so the main advantages to using DXT compressed textures instead of using a JPEG and decompressing into an RGB format are performance related: 1) DXTs take up less space in memory so more textures can fit in local video memory (i.e. on the graphics card, local to the GPU so faster to texture from) so there are fewer per-frame texture uploads to local video memory. 2) Related to the above point, less bits used per texel at the GPU end of things means more texels fit in the texture cache so less cache misses. This also applies to .png format, which is also small filesize yet as expensive as bmp or tga at runtime: Compressed DDS can be run streamed directly into GPU VRAM, so a 1024x1024 DXT1 texture comes out at roughly 1.25mb, and that's what it takes up in video memory. However, if we load the same 1024 texture as a JPG or PNG file, it gets decompressed into 8-bit RGB, or 1024kb per channel, which ends up at the same 3mb size as were it a BMP. So JPG and PNG are actually more expensive despite having a smaller filesize on your harddrive. So don't do it. Quote
+CrazyhorseB34 Posted December 9, 2011 Posted December 9, 2011 Great explanation Jules! Freakin Hooah Azzed pit!!!!!! Quote
adampolska7 Posted December 10, 2011 Posted December 10, 2011 Cockpit is amazing, splendid work! Quote
Centurion-1 Posted December 11, 2011 Author Posted December 11, 2011 Thx all for your comments! Jules: I could post the flats yeah if you want to see them, they are not one hundred percent done but... Are there any tutorials anywhere how to set up the different gauge-types and the radar? I could just continue to do it trial and error but it would be faster and more productive to just have a tut, esp. the radar seems complex. How do you do warninglights, from looking at the ini for the previous MiG25PD cockpit it seems to be a matter of moving the different lights or can they be toggled to be visible / hidden somehow? Quote
EricJ Posted December 11, 2011 Posted December 11, 2011 (edited) I would think the SF1 Knowledge Base may cover it but I'd ask a few people, Soulfreak, I think Spectre8750 may help, ravenclaw_007 But very nice work man, can't wait for the SMT... Edited December 11, 2011 by EricJ Quote
+Stary Posted December 11, 2011 Posted December 11, 2011 (edited) Centurion, at one point you mentioned Viggen. I have AJ-37 ground attack variant unfinished cockpit somewhere on the CD from back then (around 2006) would you like to have a peek on it? edit: I think it's Max 5 or so format... Edited December 11, 2011 by Stary Quote
Centurion-1 Posted December 11, 2011 Author Posted December 11, 2011 Sure Stary, I actually started a Viggen exterior models a few months back, it is still very early WIP, but yeah it's planned after all the other planned projects PM me with it, though! If it follows the trend of other models from back then it will be pretty ultra low poly but something is better than nothing! Also, how do I set the reflection texture in the ini? Quote
Centurion-1 Posted December 12, 2011 Author Posted December 12, 2011 Good to hear! I'd love to take a look at it! I got a bunch of instruments working now, which is nice. I also need your help at trying to understand how these instruments work: Quote
EricJ Posted December 12, 2011 Posted December 12, 2011 2 should be the Horizontal situation indicator Quote
Centurion-1 Posted December 13, 2011 Author Posted December 13, 2011 Ok.. err.. a translation and/or explanation would be good with that too Making a cockpit makes you realize how little you actually know about avionics and stuff. and by you I mean me. Quote
+Brain32 Posted December 13, 2011 Posted December 13, 2011 I've got you covered...I think cause sometimes I have funny explanations lol First the picture: I think it has the 3d max part covered, hierarchy is important for all that stuff to work properly... Now the ini-entries: ----------------------------------------------------------------------------------------------------------- [HSICompassWheel] Type=MAGNETIC_COMPASS NodeName=Compass MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [HSIBearingMarker] Type=BEARING_MARKER NodeName=hsiBearingNeedle MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [HSICourseArrow] Type=COURSE_ARROW NodeName=hsiCourseNeedle MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [HSICourseDeviation] Type=COURSE_DEVIATION NodeName=hsiCourseDeviationNeedle MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.015 Set[01].Value=-5.0 Set[02].Position=0.015 Set[02].Value=5.0 [HSICourseDeviation2] Type=COURSE_DEVIATION NodeName=hsiCourseDeviationNeedle2 MovementType=POSITION_Y ValueUnit=DEG Set[01].Position=-0.015 Set[01].Value=-5.0 Set[02].Position=0.015 Set[02].Value=5.0 ---------------------------------------------------------------------------------------------------------- Any questions you can think of, just ask Quote
Jug Posted January 13, 2012 Posted January 13, 2012 Good to hear! I'd love to take a look at it! I got a bunch of instruments working now, which is nice. I also need your help at trying to understand how these instruments work: No 1 appears to be the Russian version of an altimeter. Quote
+Julhelm Posted January 13, 2012 Posted January 13, 2012 Looks more like a combination KM/H and Mach indicator to me. The scale that goes to 30 seems odd for an altimeter but makes sense for Mach. Quote
+ErikGen Posted January 13, 2012 Posted January 13, 2012 I agree with Jug, with a service ceiling of about 22000 meters, 30k meters seems a good scale to me ... and the little number (2221) in the lower part of the instrument could be the barometric pressure, typical of an altimeter. Quote
+russouk2004 Posted January 13, 2012 Posted January 13, 2012 (edited) with on \ off for lights you have 2 meshes...one with ON texture at front and the OFF textured mesh behind,the ini entry turns on\off the one thats selected in game then.I dont think actually it matters which mesh is at front \ back.? Edited January 13, 2012 by russouk2004 Quote
+76.IAP-Blackbird Posted January 19, 2012 Posted January 19, 2012 A bit motivation for thisproject Quote
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