Guam Beta Release
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Here is something to think about:
WHAT???..…you may say, another Cryptic post by demer. No, just another Proof of Concept.
What has been done here is that I have moved the frigates (two of them) to the carrier model. I have left one frigate in the CSG as its own model in the Unit.
This has increased the carrier model to the sum of the three vehicles (~100k) BUT she renders that better (FPS wise) than if she had to render all four individually or so it seems.Just a thought,
demer
BTW…the two frigates included in the 76 model DO NOT run into the carrier…ROTFLMAO!!! -
Bahnh and how are you gonna be troubled then?
We have to reply to you “welcome to Falcon world” where every aspect must be painful…Besides jokes m8 it must be your connection. IIRC I got it faster.
With 51 :rofl:
Grin…:D
Not every, e.g. placing a huge MK 84 on top of some helpless house just to watch the explosion can be fun since the FF days…
Good idea, time for some senseless bombing practise. (…assuming no one is in it )
BTW I love the Guam tile sets, very colourful, also very system intense. If you could add a load of palms on the forest tiles, it wold be a very tropical theatre for some Falcon vacation. -
Grin…:D
Not every, e.g. placing a huge MK 84 on top of some helpless house just to watch the explosion can be fun since the FF days…
Good idea, time for some senseless bombing practise. (…assuming no one is in it )
BTW I love the Guam tile sets, very colourful, also very system intense. If you could add a load of palms on the forest tiles, it wold be a very tropical theatre for some Falcon vacation.Got a new tool Friday that might just allow us to do that there Bug Butt
We will see soon!!! (Still seen’in where we can apply it, but I have already lowered the TRI count and upped the FPS on some of the GUAM boats….HEHEHE!)Mom
BTW: Pic’s of the boats will follow in this post. I think we’ll like the POCSO we now have some boats where the Level Of Detail has been reduced without Crunching Polys\Tris to get there. We have to keep in mind though that the Total Tri count is ~2X that of the F16 pit…but we are only Rendering half of that that seems to be the trick. I have 6 pic’s and this time I decided to post what they look like from in the pit as well as OTW……me thinks they look a bit better than textured boxes, even with the lower LOD…LOL!!!
A LOT of the FPS hit atm is due to the carrier, I spent a LOT of time on them, BUT me thinks I will revisit them next with this tool!
Cheers……LOL!!!
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Really appreciated, thanks a lot.
Returning best wishes and regards,
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Soooooo…it has been a Falcon “minute”….LOL!
What have we been up to in Guam Proof of Concept theater??
Well this:and that:
AND then this:
and that proofed:
The first two pix show that the main carriers in theater are complete and functional without the use of textures.
Why not use textures?? demer believes they take up to much “space” but demer is from outer space sometimes……LOL!!!
The next two pix…ala Monty Python “And now for something completely different” shows that we CAN replace 2D PR Tiles with 3D PR models and gain a bunch of FPS in the process……please don’t ask how I did this as it is still a WIP and there are scaling issues between the tool’s that I have yet to address.
As well, the “Tile” now is a 3D model with Vertices that we can “Bend” at will against the L2 wireframe, especially using Soft selection in 3DS Max
Har Dee Har Har…LOL!!!
Thanks BMS team.Have fun,
demer -
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Where have you been? http://i45.photobucket.com/albums/f82/lazystone/Smileys/c045_zpsb8e45792.gif
Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSBANNED……for reasons I am still befuddled of…it was short so let’s move along
Anyhooo…we go forward M8Cheers,
Dave -
Wow…welcome back!
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Welcome back Demer
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Bienvenido
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Welcome back, dear Demer.
It was time! Now, enough with Lazy ( ) time, and back to… you know well what!
With best regards,
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hmmm nice one demer I mean the idea of instead of doing just the taxi and runway do a tile 1kmx1km. When u declare the entrance points? like take runway leave runway? does it work ok for AI?
This way you can align more easily the terrain and the 3d object and have runways with different altitudes going up and down… basic angle but doable.
If u remember I’ve done a vid with it in the past for u, but was just runway. -
hmmm nice one demer I mean the idea of instead of doing just the taxi and runway do a tile 1kmx1km. When u declare the entrance points? like take runway leave runway? does it work ok for AI?
This way you can align more easily the terrain and the 3d object and have runways with different altitudes going up and down… basic angle but doable.
If u remember I’ve done a vid with it in the past for u, but was just runway.Hi Arty,
Yes we Could do a Tile, in fact a whole damn landmass this way, as a Feature on an Objective on a Wireframe. Labor intensive to say the least.
As far as the PT\PHD Data, I will repeat myself again, that Data resides on the wireframe and as it is the AI fly from PT to PT.
So they will\ and do continue to Fly that way. BMS has introduced some new things in Editor that I have yet to explore, one of them is the ability to adjust Z.
Sometimes I think they are “On Bored” with the concepts, then at times I think they need to “Walk the Plank”……Har Dee Har Har…LOL!!!
And thank you for the Vid some time ago, I know MANY in this fora that have applied the technique\concept in their own theaters…makes Falcon go forwardAs well, I would like to see U revisit the ParSys File and work it like U and I did in OF, remember???..LOL!!!
Lot’s of FPS gain there…remember…;)Have FUN,
demer -
This post is deleted! -
Lol yeah I remember.
When .psreload was not there and had to reload mission…. Ohhh the time wasted…
But no ps for me any more. Current guys are way better.
I must make time for the cities project.
Just make time. I upgrated my pc and I only had the OS installed. -
Welcome back Dave!
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Welcome back Dave!
Thanks Rod!
Going forward in Guam 433 POC, we spent a lot of time with the ship models to give y’all the best experience with the included Cope North Carrier based attrition campaign scenario.
We are back on land to resume work on the Amphib Assault (land war) campaign scenario. So attention has been thrown at the Air bases as far as your immersion is concerned. In this scenario “Joe Player” will fly from the Air bases, the Carriers are used for AI flights to relieve some pressure (Day3 traffic jams) on the 5 land bases.
Soooooooo……our first visit is to Andersen AFB and another proof of concept in Guam.Whats the big deal? Well there is a squad of F18’s visiting that are STATIC on the AB (relieves congestion and maintains immersion) So we had to throw up some Tempshelters for them and give them some 'lectricity. NO textures are used for this Feature!!! One of the harder things to render\model in Falcon is transparency without using a texture.
I still have to touch up the F18 canopy a bit, but not bad for 3 days work.Cheers,
demerBTW: If anyone is interested in the Generator or Tempshelter models I will upload them for your use. I cannot distribute the static F18 outside of the Guam Theater due to the License agreement for the model……what it is kid
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Soo…… there are boxes in Falcon, textured boxes that we have used to render buildings, that we never see, unless of course we are about to crash into them…LOL!!! So I decided while working our immersion on AAFB in Guam POC, to introduce some New boxes…again NO textures were harmed in this render…;)
NOTE: The painted lines on the Nissen Hut are done with Materials, not textures. Jeez, just think where we could go from there?
Here is the beauty in this endeavour……I can create almost exact buildings on the PR tile and make\merge them as one Feature….:)And reduce the draw call.
cheers,
demer