Guam Beta Release
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Regards,
eccentric demer (Thanks Ted……my new handle…LOL!!)To make the record straight here- this characterization, if you perhaps kindly care to note, was not by me, but someone who wrote to me PM with Guam terrain textures related query. . Therefore, I think, I do not deserve any credit or thanking here.
None less your magnanimous sense of humor is to be appreciated.:headb: -
The LOD between PType5 and PType2 in game is negligible, but the FPS gain is worth it IMHO.
So… your point is that “MAYBE” we should use ptype2 instead of Ptype5 for things untextured?
Is there a gain form Ptype9 with a small tex (512 or so) vs Ptype2? Because it looks good, and some models really have little detail and IMHO need no texture at all is it means a gain in fps-
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To make the record straight here- this characterization, if you perhaps kindly care to note, was not by me, but someone who wrote to me PM with Guam terrain textures related query. . Therefore, I think, I do not deserve any credit or thanking here.
None less your magnanimous sense of humor is to be appreciated.:headb:MAGNANIMOUS……thats a Big word my friend…LOL!!!
You sir, deserve every credit you get and some that you have not gotten yet……IMHO.
Sigh,
demer
(Where would they all be without what you started ) -
There is a LOT of Flak ATM over writing in Materials or texturing a Wireframe when it comes to 3D models in FalconBMS and DX9c.
My opinion, if it is a Low Priority model use Material’s to render the model (less stress on the already ~2GB Korea.obj……jeez, no wonder the 1998 tool’s choke…LOL!!!), if it is a High Priority Model …skin the sum’beatch wireframe…LOL!!!
No Skinners will lose their “JOB” this way.
BUT going further…there are many other opportunities to exploit when we use only two pType’s and materials alone in DX.
Examples:Get It???
the Illuminati……LOL!!!
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All,
Demer928 and crew wish to present an updated
Guam Beta release. Incorporated are many new concepts for theater development.This release is an all air to air campaign with the out come determined on
how well you plan and fight an air to air war by weakening your opponents resources by attrition.There are many new features still under development that will be released when they are deemed worthy for the community.
Please enjoy and best of luck,
Vagabonds64
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All,
Demer928 and crew wish to present an updated
Guam Beta release. Incorporated are many new concepts for theater development.This release is an all air to air campaign with the out come determined on
how well you plan and fight an air to air war by weakening your opponents resources by attrition.There are many new features still under development that will be released when they are deemed worthy for the community.
Please enjoy and best of luck,
Vagabonds64
Great Michael my friend, it was just the time for a release.
And i was press the “mother” for that a lot, damn… :mrgreen:
Thanks to all the Gents that involved!
Nikos. -
Big time Thanks.
Just willing to enjoy…and to look for all the campaign new concepts introduced and for long time only imagined.
Keep it up!!!
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I love this theater specially the CVN 70, very smooth. Thank you so much!!!
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Thank’s to “Demer928 and crew” and Vagabonds64 for additionally posting the link for
this totally unexpected release.
Cheers,
LSYes, after my damn great press to the man, you can have it :mrgreen:
Nikos. -
5:44 AM today in Guam, just off the coast……
A fly by of your upcoming Airbase…
Finding the correct carrier @ night has just become easier “Joe”……;)
Cheers,
demer -
All,
As a side note, try creating a refueling TE in Guam using the KC135 and enjoy the working AA TACAN.
Thanks and enjoy,
Vags
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Current in Guam,
It is taking a Falcon minute……LOL!!!
Cheers,
demer, a.k.a. The Illuminati … -
Nice detail Dave…
Nikos.
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Nikos,
A little bit more substance than just detail forth coming. The “savant” is on the trail.
Vags
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Nikos,
A little bit more substance than just detail forth coming. The “savant” is on the trail.
Vags
That is id·i·ot sa·vant to you sir……LOL!!!
So a little update on the Carrier and the POC… and adding some Light on the subject.
It was nice to finally get rid of those Damn “Lights ol’ chap” triangles for a few polys more (3)……BUT after that I went a bit farther outta’ the box and decided to really Illuminate the scene for “Joe”…Cheers,don’t care if you like it or not……LOL!!!
the tired Illuminati demerBTW Vags did you see the Frigate mounting the swell…heh,heh…you asked for it…heh
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That is id·i·ot sa·vant to you sir……LOL!!!
So a little update on the Carrier and the POC… and adding some Light on the subject.
It was nice to finally get rid of those Damn “Lights ol’ chap” triangles for a few polys more (3)……BUT after that I went a bit farther outta’ the box and decided to really Illuminate the scene for “Joe”…
Cheers,don’t care if you like it or not……LOL!!!
the tired Illuminati demerBTW Vags did you see the Frigate mounting the swell…heh,heh…you asked for it…heh
Very nice Dave, Well done!!!
Nikos. -
Demer,
“track powered” frigate perhaps?
Vags
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Nice detail Dave…
Nice also rhis one, guys… sometimes though it would be nice if someone could remember to pay the light bills in time, BTW ;):D
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Demer could please post how exactly the lighted one works? the whole package.
Eghi was kind enough to send me how to make the daynight switch in 3ds with falcon… ok I got this… and thanx.
I remember a post on airport lights. Also I remember the switch in 3ds (Falcon helper) to make it alternate day night. To make it glow you set opacity to 99% and set Alpha in the texture material (not rgb) and in the Alpha you make a gradient to represent the shed of light on the floor polygon.
But you should make a trick in LE as I remember with a point or polygon u mast create first inside the light source of the 3d model, and than u must make a change in LE for that point or polygon. Right?You know where I’m headed for the 3d cities for the light from the street poles.