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Julhelm

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Everything posted by Julhelm

  1. We used a scratch-built DX10 engine that our tech coder built pretty much by himself in about 6 weeks. The only middleware used was Havok for the physics. Here it is in action: There is no need to reinvent the wheel. Pretty much all the big developers publish papers on the various techniques they use like SSAO, deferred rendering, volumetric lighting et al. Hence why I do not buy into TK's claims about it costing millions. It doesn't.
  2. Well for starters we've been able to do multiple UV sets since Quake 1, where you can tile textures on one set and bake ambient occlusion to the other. Also proper world reflections are missing. Those have been around since DX8 - I remember Comanche 4 and NOLF 2 were two of the first games to do that really well. And his cost estimates for implementing those features seem grabbed from thin air. We could implement diffuse/normal/specular/gloss/reflective/glow/ambient in our engine in about 6 weeks with another 6 weeks for optimizing it. And that's on a school project with inexperienced coders coding a 3d engine from scratch with no middleware. And it doesn't take ages to create the necessary texture maps either.
  3. Didn't he state like a year ago that it would still run the old terrains as well?
  4. The original F-101A as drawn to SAC specifications is actually quite good at racking up Migs as it would be armed with AIM-4 or AIM-9.
  5. Until the Chinese can present a credible mission and sensors package for this that is on par with F-22 or F-35, then this isn't a 5th generation fighter, and frankly, nor is the PAK FA. At most 4.5, in which case they will be matching the capability of the Super Hornet. It's one thing to design an airframe with a bunch of LO features, but it is another to turn it into an operational 5th gen fighter. Why do you think it took 15 years for F-22 to reach full capability and pretty much as long for F-35? Hell, the X-35 demonstrator was flying around back in the late 90's. So color me not worried.
  6. On the subject of those black open silos, use these fixed ones below: J_16OpenSilos.rar
  7. Wings of Prey/Wings of Luftwaffe

    The engine has nothing to do with Il-2. In fact the developers have consistently stated that except for FM's it uses no assets or code from Il-2.
  8. Well I have to say these tweaks makes such a huge difference compared to the blandness of the stock effects.
  9. I've always wondered how they were going to deal with FOD with that sugar scoop intake.
  10. How does that last one look if you have a greenish (WOP) tint to it instead of the blue? As it is now I get a pronounced night feeling from the blue. Also, it is too bad the post process isn't terrain specific. Then we could have colder tints for arctic/winter settings and warmer for summer/desert.
  11. How do I go about doing this in the easiest way? Can I simply substitute things in the _Types and _Targets files with say things from Piecemeal's Desert3 terrain? I'd really like to hunt tanks over the excellent Jan Tuma tiles. Oh, and I have some factories in a max file that I'd like to turn into terrain objects, but have no clue how to do so. If anybody feels up to the task, you can download the max scene using the link below: http://www.ducker.se/files/Refinery.rar
  12. Ok, I've been testing these out and the "old film" one is by far the most WOP-like one. Can't say I care much for the blue tint - brown or green is definitely the way to go as far as general color correction goes.
  13. Funny that you posted VF-161 Phantoms as I was painting that very scheme:
  14. I'm also starting to wonder what's so new about the new terrain engine. Talk about wasted effort if the terrain looks as bland as it does now.
  15. Do the normalmaps work on them if they are terrainobjects as well? I know they do on regular groundobjects. Pity about the porting issues :( On the subject of porting, though: Can Piecemeal's excellent Desert3 airbases be ported easily to say, GermanyCE or DBS?
  16. I don't know what problem there is with the AFX other than that the AIM-120's sometimes refuse to fire.
  17. What about creating the entire airgroup with crew etc as a single weapon and add that to a launcher situated at the origin of the carrier?
  18. He's also probably been crunching like mad the last days before the holidays. I know we were at my studio and believe you me some bugs are bound to slip by when you have to contend with things like texture compression being broken 2 hours before your deadline.
  19. At least he patches his games, unlike certain other developers (Ubisoft I'm looking at you).
  20. All we gotta do now is pester TK into providing us with support for a scripted linear campaign.
  21. My A/F-24 and especially my North Dakota tanker. It replaces the stock cargoship with a much nicer model. Also F4D Skyray if you like teh early jets.
  22. Nice work! Will this carrier mod work in campaigns as well? Also, Diego, could I make use of your deck crew for my soviet carrier? Would save me having to make my own :)
  23. AH-64 Air Assault

    For those who haven't checked this out yet: And yes, the game really does look that good.
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