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Everything posted by Geezer
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Nope. Many stock TW objects are ALREADY 63% of actual size. Wrench has posted several times about his experiments in trying to compensate for this scale disparity. "also, not to be forgetting that map is "3rd wire world size", 63% of reality" http://combatace.com/topic/84865-first-eagles-ww2/page-2 Dunno why he overlooked that in his earlier post. As far as your ill-advised comment about "screwing" the game up, I suggest in the future you get your facts right before making any more dumb remarks. I am one of the few trained and experienced professionals to pay any attention to TW and, when opinions differ, actions speak louder than words. When you have demonstrated the ability to produce professional level models and graphics, then we can discuss game production.
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Thanks. RE 63%: curious you should say that - you are the one that told me several years ago that TW ground objects should be 63% of actual size. Experiments with test terrain tiles and models in Max suggest why TK did it that way. Given the klunky nature of his 1999 game engine back then, a full size game world populated with full size objects would have brought the average simmer's computer to its knees! As Stary has pointed out, the entire TW series has always suffered from inadequate art direction - this has caused a number of visual mismatches that I am trying to overcome. Two shots below illustrate sizing problems with full size objects versus 63% objects. First shot shows ground objects full size, as in the previous shots. Second shot shows copies reduced to 63%. Note how they better fit the roads and trees in terms of size and appearance - this results in improved immersion. The alternative - enlarging the ground tile art even more than I already have - is something I would like to avoid. It's not yet clear if dozens of 2048 and 1024 images will run successfully without reducing the frame rates too much. We'll see. The good news is that the tiles and objects can be used in upgrading other maps in both SF and FE. Full size objects, as shown in previous shots. Objects reduced to 63%. Note how they appear more realistic when compared to the trees and road.
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More test shots of tile art. Getting close to what other combat flight sims looked like ten years ago. Shots show 2024 art pasted to an FE 500meter tile. Vehicles and buildings are full size, visible from gamer's cockpit on take off. Objects elsewhere will be 63% of this size and will fit artwork features - such as roads - even better.
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Fooling around with large artwork in JPEG and DDS format. Dunno if they will work, but I aim to find out. The base artwork is somebody's 2048 stuff - Gepard's? - enlarged to 4096, with new hi-res art pasted on top.
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The fourth release - Rising Sun 4 (?) I was wondering if the China map was hi-res, plus some of the models look really tasty.
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Triggered by this thread, I picked up YAP4 and have been admiring the models. I've only skimmed the surface, but they look outstanding.
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Another project that has been inwork for a long time finally got finished enough to fly ingame. Now, I'll turn it over to LloydNB and Baffmeister to make the skins and tweak the flying characteristics.
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A few more first line 1938 aircraft. Perhaps Belgium and Italy can send expeditionary forces?
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Some progress shots of the Dewoitine D510, France's standard fighter in 1938.
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Below is a site that features many useful - FREE - textures. Only downside is they are intended for modern games so they are quite large. What I do is take a screen capture of useful looking textures - they are smaller - and then copy paste the captured wall, window, whatever into my model artwork. http://www.textures.com/category/windows/147
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Progress shots of the Arado 68E. Originally one of Daniel's models, I have made significant changes. Suitable for both the Spanish Civil War and the 1938 concept.
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