3d Models how hard would it be to add this
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You could already start doing some models you know. And when you got some questions I’m sure you can post them on this forum and the ones involved in modding will help you.
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As far as purchasing\obtaining model’s for use in BMS.
MAKE SURE you get a free license to alter\distribute it.
Otherwise it is a no go with BMS.
Read my Sig……For what it is worth, I have not seen a significant FPS drop now in BMS 4.34 when it comes to Static Feature’s greater than 4K Tri’s.
Case in point,from the busy cockpit (FPS killer by itself):
The R11 refueler truck now in GUAM ('Cause I can…LOL). Total Poly’s processed ~10k, Total Polys rendered in One draw call ~4500K.
Model config. Cab and chassis from Sketchup under free license. Rest by me……see??The age of Multiple LOD’s and Multiple MipMap’s is slowly going away…(As I have seen in the latest DB 4.34 Y’all learned sumthin" did’nt you??)…as a render engine, Direct X is far behind the latest and greatest that are out there. But, it would take a HUGE undertaking to replace in Falcon…!!!
Kind regard’s,
Demer -
There are tools that make different LODs based on a starting 3d models.
It’s been a long time since I’ve modeled something but I remember they were plugins for 3D Studio MAX.
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The age of Multiple LOD’s and Multiple MipMap’s is slowly going away……(As I have seen in the latest DB 4.34 Y’all learned sumthin" did’nt you??)
Multiple LODs? Possibly - There should be balance yes.
Multiple Mipmaps?? No, A mipmap chain isn’t something you can alter, Mipmap chain should be from whatever resolution of texture you use to the very last 1x1 pixel. It’s not for you to choose selectively per case, but for the rendering engine (And specifically the pixel shader Sample function) to automatically select according to screen-space size that the texture hold in real time. So EVERY art texture must have a full mipmap chain, unless we are talking about side cases of special textures, for example cockpit textures which will get blurred text by the mipmaps.
……as a render engine, Direct X is far behind the latest and greatest that are out there. But, it would take a HUGE undertaking to replace in Falcon…!!!
DirectX isn’t behind anything… Vulkan mainly has better PR. DX12 appear to be no less efficient in rendering stuff from multiple threads and with a huge number of draw calls. DX11 is also great, and the main advantage of DX12/Vulkan over it is that they can deliver a much higher mass of draw calls, but that will mainly be relevant if your GPU isn’t already pushed to its limits.
I’m not a huge fan of M$, and the multi-platform APIs has that advantage, but don’t underestimate M$ for the DX API, it is GREAT and in many ways has much more support than the others.
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DirectX isn’t behind anything… Vulkan mainly has better PR.
Bottom line - if Vulkan in its exact form today was created/released by Microsoft, everyone would be calling it shite…
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Any rough estimates on how long it would take to model a new/refine a current aircraft and cockpit for BMS? Been looking around the forums to try and find something as I am interested. Thank you.
Edit - I ask this because I am huge fan of the F-15E Strike Eagle, and would like to see it’s cockpit updated. So I figured I would try to contribute a bit and try to figure out how to do it myself
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Any rough estimates on how long it would take to model a new/refine a current aircraft and cockpit for BMS? Been looking around the forums to try and find something as I am interested. Thank you.
Edit - I ask this because I am huge fan of the F-15E Strike Eagle, and would like to see it’s cockpit updated. So I figured I would try to contribute a bit and try to figure out how to do it myself
Glad you have committed to update the 3d pit of the F-15.
Please start a new thread WIP.
Lot’s of guys will help.If you are total newb on 3dsmax and Falcon moding and you have adequate time and stamina like Everest, then in about a year from now you could enjoy your model in BMS.
So if you need the tools to get started don’t hesitate to ask as I’m sure you will not find them anymore.
oh don’t forget the F-15 Cockpit WIP thread.
Best wishes may the force be with you.
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Glad you have committed to update the 3d pit of the F-15.
Please start a new thread WIP.
Lot’s of guys will help.If you are total newb on 3dsmax and Falcon moding and you have adequate time and stamina like Everest, then in about a year from now you could enjoy your model in BMS.
So if you need the tools to get started don’t hesitate to ask as I’m sure you will not find them anymore.
oh don’t forget the F-15 Cockpit WIP thread.
Best wishes may the force be with you.
Okay thanks for the information! I am not promising anything at all, but just have been thinking about it seriously for the last few weeks
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Well start thinking production wise… The decision is made, u r recruited m8.
At ease private!Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Multiple LODs? Possibly - There should be balance yes.
Multiple Mipmaps?? No, A mipmap chain isn’t something you can alter, Mipmap chain should be from whatever resolution of texture you use to the very last 1x1 pixel. It’s not for you to choose selectively per case, but for the rendering engine (And specifically the pixel shader Sample function) to automatically select according to screen-space size that the texture hold in real time. So EVERY art texture must have a full mipmap chain, unless we are talking about side cases of special textures, for example cockpit textures which will get blurred text by the mipmaps.
DirectX isn’t behind anything… Vulkan mainly has better PR. DX12 appear to be no less efficient in rendering stuff from multiple threads and with a huge number of draw calls. DX11 is also great, and the main advantage of DX12/Vulkan over it is that they can deliver a much higher mass of draw calls, but that will mainly be relevant if your GPU isn’t already pushed to its limits.
I’m not a huge fan of M$, and the multi-platform APIs has that advantage, but don’t underestimate M$ for the DX API, it is GREAT and in many ways has much more support than the others.
Balance on LOD’s, agreed……Why use 5 when you only need one or two to draw in game? Just bloats the DB.
The MipMap comment was taken out of context. I did not mean that we should NOT use them, just that 4 is enough IMHO.
(We can do the math on the texel’s if you’d like? Remember, since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them)I’ll give you DX as an API and yes, M$ support has been ongoing. But on the other hand Unreal is not far away.
Again migration is the issue with Falcon as you well know.As far as draw call’s…one suit’s me just fine……!!!;)
AND I"M STILL TRYING TO GET THIS DAMN THING FLYING ON MY COMMODORE 64…:smash:
Cheers,
demer -
AND I"M STILL TRYING TO GET THIS DAMN THING FLYING ON MY COMMODORE 64……:smash:
Well… is it time to upgrade to Amiga, then, dear demer? :lol:
With best regards.
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The MipMap comment was taken out of context. I did not mean that we should NOT use them, just that 4 is enough IMHO.
(We can do the math on the texel’s if you’d like? Remember, since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them)But pixel shader doesn’t care, it requires a full mipmap chain, or you will have to start and calculate mipmap level by yourself in shader. Technically in DX the difference is between running this:
someTextureName.Sample( someSamplerState, someXyTexCoords )
Or this one
someTextureName.SampleLevel( someSamplerState, someXyTexCoords, mipmapLevel )Where mipmapLevel has to be calculated manually by distance. Every 3D book and reference that I know suggest to let pixel shader calculate it by itself and supply the full mipmap chain as pixel shader in pipeline has access to information which isn’t always accessible for programmer and even if yes, it will take efforts and possible more more GPU time to calculate mipmap level for every pixel rendered.
In other words - Yes you can possibly give up mipmaps and use mipmap 0 only or calcualte yourself, but there is no good reason to do it. Most of texture size anyway goes on the first mipmap levels so ditching the smaller ones makes no sense.
I’ll give you DX as an API and yes, M$ support has been ongoing. But on the other hand Unreal is not far away.
Again migration is the issue with Falcon as you well know.Unreal and all those “out of box like” engines aren’t suitable for flight sims. Yes they are good for FPS games and most other stuff, but for flight sims which may scale from view distance of 200KM to 2 feet, there are problems which all these engines do not support, or at least not without efforts.
Besides, I prefer real code and my own craziness than to fight with black boxes and someone else’s
As far as draw call’s……one suit’s me just fine……!!!;)
Sorry, 1 isn’t practical, you’ll have to settle with ~10 or so :mrgreen:
AND I"M STILL TRYING TO GET THIS DAMN THING FLYING ON MY COMMODORE 64……:smash:
Behave!
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You, I-Hawk, and myself have derailed this thread……sorry OP!!! So back to original posters question…
Take the community member’s advice B4 you BUY anything. It took me 6 month’s to convert a carrier model (I purchased) a few years ago. But you could fly off it and it looked really cool while in game
in a SP TE. In a campaign close to other “BUSY” objectives and multiple flights it sucked FPS so bad that I abandoned it for that iteration of BMS. But the future is looking bright for Static Features in BMS 4.34…I have not broke it yet!!!
Case in point:There is 40 truckloads of Triangles in that scene\bubble……but FPS is cool…and flying smooth as a baby’s butt…LOL!!!
Kind regard’s
demerP.S. NO Hawk I will NOT behave, where is my Ba-Ba :Cry:…cheers, I found it!!
SOMEONE’S need to think “OUT OF THE BOX” at time’s, me I do it Daily…:mrgreen: