Normal Maps
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(Until you get down low and see it’s a totally flat surface :p).
LOL, why do you say that? I already hear all the vipers splashing.:rofl:
Cheers, :yo:
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@repvez and all… lets say you get normal maps, or bump, or whatever… for +90% you wouldn’t see any difference at all.
To create such maps you need the actual 3d model source (3ds max) create those and then re import in the database.
For most of the 3d objects the 3d models do not exist, so this would apply only to new models or models to come.
Let’s say a coder and beta testers go all the trouble, to test what? Few models.
Even if you had the 3d models it would take years to produce such maps and on top some extra months to import them in the database.
Then we would all whine why the download is so big… [emoji38] and we need more hdd space, and ,my fps dropped from 90 to 60 making bms unplayable :rofl:
Sure it should be started from something or somewhere, but if the result will be just for few maybe its better to use all that time for something in a more efficient way.
Four instance, there are things that can be done by the community regarding gfx and models, participation is all it needs and not code, and our SIM would be even more eye poping.Sent from my SAMSUNG-SM-T818A using Tapatalk
Yes, you are right one side, but if the code would be extended that we can make higher detailed poly models or just better plug-ins, to implement into the game I think it would be go faster than now. And we should’t do to make fake bump effect for it. Because Radium and others make some very good 3d model, but they have to reduce some detaile due to the engine. I guess If there would be a detailed tutorial how can we put into the game in new or refurbised model, more ppl can constribute this process to renew the whole 3d arsenal.
Because Make a 3dmodel not so hard to learn how to make it, but comprehensive tutorial about the implementation processing to BMS is very few.It shouldn’t couse the problem to run faster on current PC, and the code more than 10 years old that the whole game is not so big in the HDD too like the other modern game, so who want to play this game they have such a PC to it shouldn’t couse trouble . But need to reorganise the game engine to use more effective the current PC parts.
8gb GPU’s ,8 core CPU and 16GB RAM should be more than enough to load the whole game if the code is used effective in this case.
I can’t see under the hood , what was changed past years, but the GFX is not changed big enough to be such as high as the usage of the computer than the 1 year old games. -
Wow hold your horses m8.
Making the 3d model as described and for use of normal maps it’s twice the work for the modeler.
Implementing the model to the Sim is the easy part. Creating the model according to falcon prerequisites and details (switches dofs lods etc) ain’t easy. And there is no actual manual on those and the info passes from one to another.
Don’t judge by Radium’s speed. He is like a 3d modeler Superman. One could easily say he has made them already and just posts pics of his progress while he was doing them.
Check other 3d modelers speed.
Not me, I’m the slowest. [emoji38]
Most new modelers suffer to get through the very basics on 3d creation apps, for implementation on falcon there are many guides, and many videos out there.
The models in the database are some thousands, re making them needs years… If not decades.
Sure good think to start at some point and leave the past behind.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Yes hold your horses is the correct term here I think
Guys you need to understand that the BMS development agenda is less like:
“Oh that is ugly, so let’s just patch it, wrap and release it fast”
Instead, we try to do things correctly, use less patching and more complete features and rewrites.I do know that people want to see things moving, but it’s not that easy or fast.
Good things are planned and being worked on. -
Regarding different textures, don’t mistake with mipmaps, I was talking about draw calls. Draw calls is when the engine (Call it system, CPU-side, or whatever you like) issue a draw command to the GPU to render. And currently, the engine is issuing a draw command for every texture switch, and this is an example of 1 single limitation of the engine, it requires a draw call for each texture, while modern engines and techniques can use 1000s of textures by a single draw call (I’m exaggerating on purpose, but it’s not a lie)
Mip-mapping has nothing to do with draw calls as mipmapping will only cause the GPU in the pixels shader stage (Usually, but depends on the API, not only) to sample a lower resolution slice of a given texture because it knows the pixel position that the texture is going to cover and hence it can determine the correct mipmap level, but still once the texture is loaded for a 3D model, then it’ll require a draw call, even if the slice is the smallest 1x1 slice of the texture.
In other words:
Draw call –> CPU tell GPU to render something (Say F-16 model with 8 textures)
Each texture of those 8 will require a separate draw call (In BMS, that’s not have to be the case with other engines), at least, there are other reasons for a separate draw call.
Mipmapping --> Once inside the last stage of drawing geometry, the GPU in pixel shader determines the mipmap to be used on each pixel. That can’t be related to the fact that using the texture required a draw call.Oh, My bad then!
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my fps dropped from 90 to 60 making bms unplayable :rofl:
My My, Be humble boi not everyone manages to get 60 fps let alone 90 :rofl:
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Yes hold your horses is the correct term here I think
Guys you need to understand that the BMS development agenda is less like:
“Oh that is ugly, so let’s just patch it, wrap and release it fast”
Instead, we try to do things correctly, use less patching and more complete features and rewrites.I do know that people want to see things moving, but it’s not that easy or fast.
Good things are planned and being worked on.i know perfectly what you mean, I’ve been trying to improve BMS by myself but Class, Homework and A 200 BC pc and low experience on programming it makes my attempts useless, Even more when i try to create perfect skins for JanHas Vipers.
It’s hard and it’s not a 1 day task, i know BMS could see some improvements but i’m not complaining about it, it was a suggestion, I hope one day i become a viper pilot and help you guys by taking some HD Pics for you all!
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Rypley it’s good to suggest, one of the reasons why this forum exists.
Saying than doing is way different.
And some things many times are written so that others also read them.
U for example are already in the making business.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Wow hold your horses m8.
Making the 3d model as described and for use of normal maps it’s twice the work for the modeler.
Implementing the model to the Sim is the easy part. Creating the model according to falcon prerequisites and details (switches dofs lods etc) ain’t easy. And there is no actual manual on those and the info passes from one to another.
Don’t judge by Radium’s speed. He is like a 3d modeler Superman. One could easily say he has made them already and just posts pics of his progress while he was doing them.
Check other 3d modelers speed.
Not me, I’m the slowest. [emoji38]
Most new modelers suffer to get through the very basics on 3d creation apps, for implementation on falcon there are many guides, and many videos out there.
The models in the database are some thousands, re making them needs years… If not decades.
Sure good think to start at some point and leave the past behind.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
I’m just thinking loud. If the modelllers would get more detail info to make 3d model could be more people try to start it. Even If they don’t know the whole process, but at least could make a appropietly prepair model to share with someone who can continue the process and they don’t have to modify on it .
Implementing the model to the Sim is the easy part. Creating the model according to falcon prerequisites and details (switches dofs lods etc) ain’t easy. And there is no actual manual on those and the info passes from one to another.
I just find 2 places to get information about it, but no one have enough detail and comprehensive, one of them the pumpyhead beginner topic and the other one the BMS YT channel.
so there could have been a place where every knowledge find one place this make faster the process.Because As I see now , two way are to be a new model in BMS .First, one persone make everything as freelancer in public or someone make it like an official BMS developer in secret.
but could be an another way too.
A central place where upload the models and everyone could work with them .
Because somebody can make only 3d model but he/she doesn’t know UVW mapping or DOF. That’s why, They upload it to someone else make it. and after that upload it to continue the process. or vice versa
The end of the process will be a ready to use modell for BMS dervelopers to intergrate in game fine tuning or make FM.And the other side, if there isn’t change in the engine and plug-ins limits the whole process remain in the ancient era, although there would have more easier way to reach same or better function with current technique .
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No one is limiting u to do everything u say in your last post.
Community members can share models and process.
U can even go detailed afterwards for AO and bump and normal and whatever. But first provide according to current specs.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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U for example are already in the making business.
Well i thought it’ll be harder to be part of it…
that was easy
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Guys
I’m wondering how many of you have noticed fake bump map in Gibraltar runway. -
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I’m just thinking loud. If the modelllers would get more detail info to make 3d model could be more people try to start it. Even If they don’t know the whole process, but at least could make a appropietly prepair model to share with someone who can continue the process and they don’t have to modify on it .
I just find 2 places to get information about it, but no one have enough detail and comprehensive, one of them the pumpyhead beginner topic and the other one the BMS YT channel.
so there could have been a place where every knowledge find one place this make faster the process.Because As I see now , two way are to be a new model in BMS .First, one persone make everything as freelancer in public or someone make it like an official BMS developer in secret.
but could be an another way too.
A central place where upload the models and everyone could work with them .
Because somebody can make only 3d model but he/she doesn’t know UVW mapping or DOF. That’s why, They upload it to someone else make it. and after that upload it to continue the process. or vice versa
The end of the process will be a ready to use modell for BMS dervelopers to intergrate in game fine tuning or make FM.And the other side, if there isn’t change in the engine and plug-ins limits the whole process remain in the ancient era, although there would have more easier way to reach same or better function with current technique .
Touché by friend. Thats the big bump here for me.
I just spend 5 hours trying to make a simple air brake DOF math to work properly with no happy success.
And although there are some modellers who work very fast there very little information on the topic.
Also making DOF working as they should its no easy tasking.
Take my AJET for instance. I’m learning from scratch everything. I can get the help of Nuno and Pumpy Head also gave me some tips, but we are in a grey area were all we have our IRL and time its a problem.So my advice to you and to all of us is lose time figuring out some of this “wichcraft”
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I believe u seen this:
Not airbrake but could help.
Sent from my SAMSUNG-SM-T818A using Tapatalk
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I believe u seen this:
Not airbrake but could help.
Sent from my SAMSUNG-SM-T818A using Tapatalk
Hi there arty
Sure. Simple DOF are done no sweat. But Math DOF for the cylinder pistons to move respecting to a angle given its more difficult. I have the video explaining the math but if the initial DOFs are not a triangle but are all aligned the calculations are more difficult. And i’m still learning so i need to solve this one by trial and error.
For now the model its already 26 DOF and rising.
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Sure I understand the pain.
One of the reasons I’m barking to modelers here to spare some time to create and upload videos of those specific to falcon tricks.
The overall gain for the community will be enormous and a great asset for the legacy of falcon.
In my tiny 3d experience I try my best and have uploaded some videos that I’ve spent the time not while producing for a theater, but just for the video, that might help others.Anyway lets hope that others will get inspired by the BMS basic how to channel and contribute.
I know we all try to squeeze time on our heavy schedules, and this barking sounds kinda disrespectful, but… Respect to the falcon contributors is something else and it’s granted.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Decimal whats the problem? im sure everything might be done with simple dofs (never used math in my models ) but its not always 100% accurate the movement but better than nothing i guess. If you talking about the Airbrake, in my phantom i 1st dofed the “door” its self as an x-dof (check limits on and input the desired angle of the opening) then i dofed the pistons BUT! the piston that is attached in the door as an angle dof and the piston that attached at the well as an translation (movement) dof. Those 2 dofs are parented meaning the translation dof parented to the angle dof and then the angle dof parented to the “door” not the dof of it. Im using trial and arror as well by making them all x-dof you can use the multiplier and min max angle witch can give you a very good result, again i will say not 100% accurate but good enough I wish i could make a video to show you!
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Sure I understand the pain.
One of the reasons I’m barking to modelers here to spare some time to create and upload videos of those specific to falcon tricks.
The overall gain for the community will be enormous and a great asset for the legacy of falcon.
In my tiny 3d experience I try my best and have uploaded some videos that I’ve spent the time not while producing for a theater, but just for the video, that might help others.Anyway lets hope that others will get inspired by the BMS basic how to channel and contribute.
I know we all try to squeeze time on our heavy schedules, and this barking sounds kinda disrespectful, but… Respect to the falcon contributors is something else and it’s granted.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
For sure Arty
Maybe i can in a few weeks after gain more experience with 3DS and Falcon Exporter, make small tutorial videos.
And you are just trying put squeeze the juice ( in a god way ), from us modelers.
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Decimal whats the problem? im sure everything might be done with simple dofs (never used math in my models ) but its not always 100% accurate the movement but better than nothing i guess. If you talking about the Airbrake, in my phantom i 1st dofed the “door” its self as an x-dof (check limits on and input the desired angle of the opening) then i dofed the pistons BUT! the piston that is attached in the door as an angle dof and the piston that attached at the well as an translation (movement) dof. Those 2 dofs are parented meaning the translation dof parented to the angle dof and then the angle dof parented to the “door” not the dof of it. Im using trial and arror as well by making them all x-dof you can use the multiplier and min max angle witch can give you a very good result, again i will say not 100% accurate but good enough I wish i could make a video to show you!
I know manos
But it just doesn’t feel right you know?
Yesterday i managed to create 2 secondary DOF with different multipliers and it worked, but i would like to learn how to be mathematically correct. The cylinder pistons are related to the opposite angle from the Plate (in this case the Air brake main plate.)But for sure, why not “tricking” the DOF. The results are almost the same
Working hard to learn.