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Julhelm

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Everything posted by Julhelm

  1. ...on Android Market as for now, but Iphone and Bada versions will be out within a week or two Here's a teaser trailer:
  2. I first heard of Cartercopter sometime in early 90's. IIRC the big selling point was to be much faster speeds than normal autogyros.
  3. Yes that is an F-16 going down.
  4. Thing is A-5 pit is framless and has no tape gauges.
  5. I'll be needing the max model and your psd then.
  6. Cool! Can I work a little on that texture please? I can do a good normalmap as well.
  7. I'd go with F-105 pit for F-108, personally.
  8. That's awesome work! Cool to see people enjoy the plane.
  9. The A-5 has a selection of nuclear stores ranging from 30kt to 2mt. I always use 2mt just to be sure.
  10. You will need to add the necessary effect to each weapon's data.ini as well. IE change "nukeexlosioneffects" to "mt003effects" in case you haven't done so.
  11. You're missing the point. The point is that his target audience is the same audience who buy Jet Thunder or Storm of War, and that audience isn't content with environment visuals that have little evolved past EAW which came out in 1998.
  12. The physics are generally separate from the renderer, though. And the point is that making a terrain engine that is up to date does not need cost millions. It can be done on a shoestring budget and the asset creation itself need not be too time consuming. After all, we're talking very simple building objects and vegetation. If one looks at what Stary and Jan Tuma, to name a few, have been able to do in their spare time with the current, admittedly obsolete, terrain engine, the whole "we don't have the budget for that, it'll cost millions" argument comes crashing down. The thing is, if TK had made the effort to have those kinds of contemporary environment visuals, he would've run into the same bugs and fixed them. But he doesn't care about that. It's his vision of fun or bust. Unfortunately he isn't his consumer base.
  13. Well I can certainly share that sentiment. If the F-14 game doesn't bring anything substantially new, I do not believe his core audience will stick around. Not with the other games slated to come out in 2011 that all offer modability with contemporary visuals.
  14. Of course, asset creation is what usually makes up most of the project budget, but again that stuff can be outsourced to freelancers or to studios in SEA. Granted, the Iphone game we are making atm is projected at about €300k but that figure includes salaries for 12 people, marketing contracts with PR firms, and lots of things like that, none of which appear to make up any sizeable chunk of TK's budget. I do believe he's found a comfortable place where he can turn out new games without really having to evolve techwise, but that strategy doesn't work forever.
  15. 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.
  16. 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.
  17. Didn't he state like a year ago that it would still run the old terrains as well?
  18. 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.
  19. 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.
  20. On the subject of those black open silos, use these fixed ones below: J_16OpenSilos.rar
  21. 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.
  22. Well I have to say these tweaks makes such a huge difference compared to the blandness of the stock effects.
  23. I've always wondered how they were going to deal with FOD with that sugar scoop intake.
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