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Everything posted by SkateZilla
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Making A-6E Flyable
SkateZilla replied to macelena's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Isnt there an A-6 Pit from SF1, then the Hi-Res Mod. -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
make tree type 1, use scatter option in MAX Make tree type 2, repeat, Make tree type 3, repeat, Clone a few times and rotate. ex: http://www.3dsmaxresources.com/tutorial_display.php?id_tut=33&page=8 -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
im pretty sure a common "Forrest" can be made in Max using low polys, Build the outter edge trees, then build the canopy of the forrest and attach them together, merge into terrain scene, place. you dont need to model every last branch/trunk as you wont be able to see down into them and you wont be able to fly into them now anyway. -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
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SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
now ground objects have collision detection... no more flying under the trees and through the trunks., -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
erm, i flew over a few bases that had planes parked, buildings, a mess load of trees and support vehicles (AAA and such) all around it, all casting shadows. the hills cast shadows on the valleys too. with the old terrains, the ground did not cast shadows. Forgot to mention, with the water reflection, everything is rendered twice, and one render has an extra few shaders applied to it. -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
The terrain Detail has gone up almost 10x in the polygon dept. People are not grasping at how much the poly count of the terrain has been increased. Run SF2/Nov2011 with debug on everything on high and unlimited w/ 1 F-4J, note the poly count on the debug, Now Run SF2/NA, with debug on everything on high and unlimited w/ 1 F-4J, note the poly count on the debug. Not only that, but now that the terrain is 3D LOD based it also casts a Shadow. Objects on the Terrain are now all 3d Based, the trees, bushes, donkey's, mules, out houses, everything, and they also cast shadows. So you can take the terrain Polygons count, and essentially double it for the shadow. then you have to look at the texture layers, there are UV Maps, Specular Maps, and Bump Maps across the entire Terrain. The Basic Water Terrain is most likely a large flat face square w/ UV, Specular, Bump, and now Reflection and Diffuse Maps as well as the Flow/Motion/Wave Layer which is 3d Polygon/Normal based. the Ships on the Water now use upwards of 5-10 TGA Emmitter effects for movement alone. So the Terrain and water both have been increased in polygon and texture usage. During night time, the bloom shaders have been increased, on Afterburner Emmitters, Lights, Explosions, reflections etc. And objects that are lighted via 3ds max (the lights on my carrier at night look entirely different than they do in SF2/Nov2011) Put it this way: My 8800GTS Ran SF2 Nov 2011 at a solid 60 Frames/sec even with Hi Poly 3rd party Planes. only dipping to 25 or so Frames/Sec when i use my carrier which was 100,000 Polys + Hi-Res Textures + Alot of TGA Emmiter effects. Everything High/Unlimited I Built a New System. Powered by an 8 Core FX CPU 16 GB of Ram, and a AMD /Saphire 7950 3GB GPU, in SF2/NA, I get around 45 Fr/Sec over the water, 25-35 over the land, and low 20s on any carrier (stock or 3rd party). Again, everything on High/Unlimited. only time i hit the 60/Fr sec VSYNC cap is when im above the overcast and its the cloud layer below and blue skies above w/ a dozen or so AI planes flying around. as soon as dive through the clouds and the terrain shows up, Fr/sec cuts in half. So lets look at some options: Horizon Distance, Setting this lower will bring in the horizon and render LESS of the 3D terrain, I think at LOW you are Rendering half of what you would be on Unlimited. (I will double check figures). Terrain Detail, Setting this lower will make some of the hills/mountains more "Square" similar but a bit better than the old terrain's Level of detail, some areas look like checker boards w/ land/water.. Shadows, Setting this lower will decrease the shadows poly count, by rendering shadows with a lower LOD and Lower visible distance, thus cutting the Poly count. Water Detail, Setting it lower will remove some of the Shader Diffuse/Reflection usage. Effects Detail, Seriously I can set up an Effect that will kill your Fr/Sec to under 10 from 60+, Apparently Rendering the TGAs of the effects drops your Fr/Sec, lowering this option will decrease the quality of the TGAs being rendered for effects, and might be a good source for a Fr/Sec increase. Objects/Aircraft Detail, Lowering this will help, as it lowers your planes Poly count as well as parked statics and wingmen. To run High/Unlimited you need a lot of GPU Power and A lot of VRAM. I have that aplenty and am Still barely able to run at Max Details. (though AMD hasnt officially released any 7950 drivers, 12.2 is still beta). -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
159437 F-14A 11-Feb-1992 160378 NF-14A 21-Aug-2000 161866 F-14A 23-Oct-2003 158628 F-14A 03-Aug-2004 162610 F-14A 13-Sep-2004 163409 F-14B 11-Apr-2005 161424 F-14B 29-Jun-2005 162691 F-14B 21-Sep-2005 164602 F-14D 28-Mar-2006 164345 F-14D 15-Sep-2006 164341 F-14D 20-Sep-2006 160671 F-14A 19-Mar-2007 160928 F-14A 02-Apr-2007 These were all in AMARG Inventory last June 2011. Looking at their Status on the Grumman BuNos List Printed in August 2011: 3 Serials is Listed as INOP, the other 10 have a status code of "Unavailable" Now put your soda/coffee/drink down for a second, there are 3 (THREE) Serial Numbers in the 1639xx Range that are Listed as "Active", "Last Location" field of the list was blank for all Three Serials. -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
is it me or is there 2 suns in the first image? -
Sf2 North Atlantic Hot Fix Released for Keyboard Mapping!
SkateZilla replied to ianh755's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
1 bug down about 30 to go -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
how'd you get into the INI? -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I think right now he's working on a loooong list of bugs. I have no issues with Frames/sec the lowest being when im on the ship 25, as for the roll issue, wing spoilers are disabled at mach .94, thats why, dunno if thats supposed to happen or if that was a change TK added to help the AI fly. the control maps dont work, and on my X52 guns are map to HAT left?, the terrain map is not working when you zoom in it changes color from dark blue to another color, no representation of land/water. this is what flying over iceland looks like to me. -
Autopilot landing
SkateZilla replied to FalconC45's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
teh two AI landings I tried, both times had severe issues and overshot the entire carrier. -
SF2: North Atlantic
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
The CAT extractor doesnt work on new CATs :( -
SF2 Screenshot Thread
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Oops, Forgot one, now Im gonna have to goto sleep: -
SF2 Screenshot Thread
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The Carrier animations are either limited to Campaign or Stock carriers, as the CVN-75 works fine. There seem to be some new voice overs too. Already found some bugs involving ships (ran a create a mission, and the ships all spawned inside of each other in groups of 3 or 4.) 3 or 4 ships in 1 Another: and Some Truman Hotness: -
SF2 Screenshot Thread
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I can confirm, no Blast Door Animations on Stock Carrier: However, for the F-14A Pit rivet counters, here's the '77 Pit: Some other shots, still testing stuff. -
589 MB is a downloadin.
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Forum Search Engine
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
erm, common forum search syntax, in searches that have multiple words or non alphabetical characters, you wrap it in quotes.. -
SF2: North Atlantic product page up!
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
he's waiting for Jet Thunder -
no one will ever e able to touch Freddy Mercury...
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i have the DVD.. Put in my PC Copied all the RAW VOB Files over, Dynamic Cropping to 16:9, NTSC Filtered, color correction, noise filtered, adjusted frame rate, inverse telecined, Oversampled to HD1080, 24 Frames/sec, Sharpened, Noise Filtered some more, Converted to HD720, 24Frames/sec, Took Audio Track, and Re-filtered, adjusted EQ Dynamics, and Re-positioned the audio and separated streams, upsampled to 96KHz, exported the entire thing to HD720p at 24Fr/Sec D.D.7.1 H.264. Crystal Clear.
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New Comp, Win7 and SF2E
SkateZilla replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mobile GFX Overheat quickly... Turning them down may stop some of the anomalies. -
SF2: North Atlantic product page up!
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
its just a jump to the left..... -
SF2: North Atlantic product page up!
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
i seem to have hit F5 so much my ISP has blocked me from going to SimHQ.com... anyone else having issues with SimHQ?