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Julhelm

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Posts posted by Julhelm


  1. 14 minutes ago, yakarov79 said:

    Yes. But still, switch with normal texture will still be flat mesh. And switch made as 3d mesh will be 3d mesh. And if you are saying that it shouldn't make a big difference then I prefer 3d mesh than bumped texture. 

    Your GPU has another opinion. The whole point is that the approximation will be good enough that you won't be able to tell the difference, and you run cheaper, simpler geometry which performs better.


  2. All this is is extra bloom, contrast filter and color correction filter. IMO all these external filters do is make everything look cartoonier, with exaggerated blacks and whites. And it doesn't adress the core issue of why stock Strike Fighters looks bland, which is non-optimized light settings and quite frankly subpar texture work on a lot of 3rd party assets (a lot of people here obsess over rivet placement but totally ignore concepts like ambient occlusion that really work towards adding depth to a scene).

    • Like 1

  3. That's in SEA. TK is in Texas which I assume is a fair bit more expensive. What it really comes down to is time. If you factor in the time it takes to build a quality plane with exterior models and virtual cockpit, to modern standards, 10k is a totally feasible sum. A single ship model for Cold Waters probably ends up around 3k, and then you can multiply that by some 40 classes of ship in the game.

    • Like 3

  4. That's an FMV game though similar to Dragons Lair. All that engine has to do is overlay sprite colliders on what is essentially a animated movie, which itself is probably streamed from laserdisc. Jet was a full-3D game that featured semi-active radar homing, carrier operations, and real dogfights, all while running on 64k of RAM. That's much more technically impressive.

    • Like 1

  5. There were even a few games on the Amiga that used wireframe graphics with red/blue glasses for actual 3D.

     

    Sublogic's JET is probably the earliest fully-3D flight sim I can think off. Unlike F-15 Strike Eagle, it had filled polygonal graphics with actual terrain, airfields and carrier landings. This in 1983 on a C-64.



  6. The old sims were still 3D. All the 3DFX card did was switch the rendering to hardware, while earlier games had to invent software renderers which constrained what could be done with the CPU. In fact GPUs are so good at handling vast amounts of data we now have compute shaders to help further offload the CPU.


  7. These sims were simple enough that anyone could pick them up and play without having to invest in expensive peripherals. Flightsims were still selling well until the late 90's shift towards increasing complexity and realism for realisms sake. Jetfighter and F-15 were hardly more complex than today's Ace Combat, but they felt authentic enough to be convincing.


  8. Hmmmmm.....how about the Kresta II, the container ships, the tanker......

    All the models in the game have been made specifically for it. The tanker and containership I made for SF2 is much too modern for 1980's and the wrong classes anyway. For this game I spent a lot of time doing research to make sure the Soviet merchants are as accurate as possible.

    • Like 2

  9. I stated a good reason,

     

    Too many unlicensed users are ripping or using ripped models from other sims and attempting to bring them to DCS already. (At least for the Aircraft Mods).

     

    We dont need them trying to rip FSX landscape meshes etc to attempt importing to DCS.

     

    The Terrain Building is a different story altogether, they would like to make sure anyone given the SDK for terrain (and likely access to other things), has the ability to produce the terrain in full.

     

    Has nothing to do with licensing, and more to do w/ quality control and asset protection.

     

     

    There are Videos on YT of the Landscape SDK, it's a pretty spiffy and developed GUI.

     

    So the terrains are essentially handmade? No wonder it took them forever to do the Nevada terrain. That toolset looks awful to work with.


  10. Nonetheless the die has been cast. !!!!!

     

    We are out.!!!!

    Someone still has to get parliament to trigger Article 50. Cameron had promised to do so, but he has resigned so whoever replaces him has to bear that responsibility. As if that's going to happen. The joys of advisory referendums.


  11. The SF/FE2 exporter allows you to export the coordinates of hitboxes if you set them up in 3dsmax. It's important that they have to remain boxes, which means you can create a cube or box and scale it so it matches the area of the part it's supposed to be the hitbox for, but you can not add modifiers or convert it to mesh via editable mesh or poly. This is because the engine only uses a min/max coordinate for calculating collision volumes, which is only possible if using simple boxes.

    • Like 2

  12. Steam is about 75% of the PC market these days. We don't really have the manpower to operate yet another storefront with all the support and community interaction that involves. I don't understand the antipathy towards Steam btw. I've used it since it was in beta back when CS 1.6 was released and never felt uneasy about it, unlike other storefronts like uPlay or Origin.


  13. Whatever the design philosophy, I'm disappointed Killerfish didn't aim a little higher, as it were. Atlantic Fleet appears much more of a WW2 naval combat simulation (sic) than for example Pacific Storm, where the screen is full of tags and aiming marks hanging in the air, and ships fight at ranges that would have better suited the Napoleonic era. I think Killerfish have done a lot better than giving some old console shooting game concept a naval front end and nice visuals. Apart from anything else, Atlantic Fleet demonstrates a depth of knowledge of, and interest in, its historical subject matter which is worthy of any sim.

    Well it started as a Pacific Fleet sequel, then early in development it became realtime and much more patterned on Great Naval Battles. However we couldn't make the gunnery feel right at the time and also we had misgivings about being overambitious and possibly alienating our existing customers. So it was scaled back to the turn-based format but refining it a lot and adding the dynamic campaign.

    • Like 1
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