[New] F16I Skin Project
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Well there was a guy in the past asking for help to create details for Israel area and offering money… I don’t know maybe it’s him? Guessing here, I’m not saying that is the guy.
maybe he can’t reveal details as we ask but he wants to pass the message that what he is saying is doable.
well if that is the guy then he must had gotten the project and went for it and now he is back to tell about it. -
Well there was a guy in the past asking for help to create details for Israel area and offering money… I don’t know maybe it’s him? Guessing here, I’m not saying that is the guy.
maybe he can’t reveal details as we ask but he wants to pass the message that what he is saying is doable.
well if that is the guy then he must had gotten the project and went for it and now he is back to tell about it.Yea that must be him (At least I can’t think of anyone else that will care so much about ITO that he will be willing to pay).
Problem with people sometimes, in general, is that they try to rush things and think that trying to hack stuff is the way to go. It’s OK to experiment with stuff, but hacking all the way to call it a working theater (although it is only 1/7th of a full one), that isn’t serious.
I also seen the tries to raise the bar with Ostsee theater, create a huge number of objects. That also is a try that meant to fail from the first moment, because the system ain’t ready for it and trying to hack into it will do no good.
In general, we see sometimes that people think we just “invent” out limits, number of objects, poly count etc… sometimes even inside the team people are trying to see how it will be to try and test those limits, even I sometimes push to raise the bar. But, as things are advancing I understand better why those limits exist, because without those limits, it’ll be a slide show. If the core engine isn’t ready to do XYZ, don’t force it to, because it won’t work, not for “real”. Falcon already has a tough environment performance wise, always had always will, the campaign engine and FLOT will always force the bar on how much crazy details you can go with. Gameplay first, we must make sure that we improve things graphically but gameplay isn’t damaged in any way. That is not a small challenge.
The HW these days can do wonders in terms of poly count, instancing of models and meshes etc, we already see that in other sims. Falcon is always late, but we don’t intend to give up or be stopped, but exactly the opposite. Good things take time, but they will come eventually, and the sky is the limit.
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So you want help from I-hawk of from bms team ? That’s what I understand
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well you might not need such photoshop skills afterall.
As you say it you did it you need a pc with 9900k and 128gb or ram and 2tb ssd to work with it.
With this technique u just need time and fast internet and with xnview or even photoshop batch you can convert them to dds. just convert. You need like 3 times to download the tiles - textures like each for each LOD.
Then even with a script might be able to every square section seems of the 3d object uvw mapping to apply the texture.Or
divide the 3d object to what? 100 sections? thus 100 textures? u could stitch the photos in photoshop (better do it in unity so the raw material is ready for your final object.
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well now it’s 300kx300k on photoshop… and I don’t think there are pc’s under the 10k€ that can load such file or work in a production environment. Maybe once yes and wait 3 hours for the hdd or ssd to load it and write it in ramdrive cause I don;t know if there exists a mobo with enough ram to full load a 300kx300k picture. :lol:
30kpx^2 for 30klm means 1px=1m thus same resolution as falcon Korea tiles on the highres ones and double the res for most of korea tiles.
the 4096 dds files are what for? to spread the load? and minimize the applied textures to 3ds max?
for 300km its 73,2 dds files… ok near 80 as you said…Now on your process photoshop and dds file sizes must be the same as the break down of the 3d model to make the process easier.
Like if you go for 4096 you must create a plane like that if you had stitched the whole textures it would be the exact same size of the plane in 3dsmax.
so if you get 40x40 equal pieces of textures then you should cut out the 3d model to 40x40 equal pieces , apply each texture as a material for each piece and export each one of the 1600 objects…
Now if you had 80 so like 10x8 it’s 327.680m… near that 300klm.Now those 4k chunks of textures are rather large… so as you advance (fly straight with the airplane at 100ft) and lets say for all those 80@4k u have 80@2k and 80@1k or even better and one set at 512kb. the issue is that when it’s going to load like 8 of those 4k dds which are about 22mbx8= 176mb and the hdd is at ~40mb/s means it needs 4to5 secs to load them… in an ssd it’s half or a second… but still noticeable…
So you see where i’m going with it…
needs optimization and more spread like that the 4096 is way too large for terrain maybe you should go like double or triple thus 160 or 320.
This rings a bell like DCS terrain structure where if not all dcs users but most turn to ssd’s cause of the hickups on loading while flying…
Falcon had it in the old IDE days.In that respect the 320 are overkill and 160 also are kill.
so the falcon way of terrain looks more optimized performance wise and you can have even 4096px tiles if you want for more details in some areas and that’s 4px per mt.
Your thing now is can you have resources to go like 4px per meter? from what I know none free.
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Arty,
This is not terrain. It’s just big 3D model with textures of satellite photos that are probably in the KoreaObj folder instead of the real terrain Folder. One big big feature on top of the real terrain in Falcon.
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so if the guys in falcon want us to share our tests - and results… I do it already by talkin and explaining here…
Yes, we need a lot of help from you, as you can see. We are so poor
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The guys from your ‘source code’ can make it as ground… but that needs to be done first… and then make the object functions as ground just like Aircraft Carriers act like a solid ground and not a ghost object…
If F18 can stand on an object like the carrier… helicopters can land on roofs of buildings… terrorists can fire missiles from roofs, and you can land on a mountain or a hill…
You met in your “terrain” test what is HitBox?
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That looks like the Dark side of the moon (no offense) …
Yes and that F-16 is actually a cover for a X-Wing…
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You want a screenshots contest?
All you can show is shots from high altitude, because that’s all what you got… We all know that 4m satellite photo will look impressive from 25K+ feet, that’s not a big deal.
You need to understand (again), that the first problem about terrain is mesh, not the damn textures LOL. Sure texture are also important, but mesh is the real problem, and the first one that must be solved. Your terrain is like your “Python 5 360 mod” It’s a damn hack…
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I do not understand what you wanted to show on these screenshots?
The first one shows your fake terrain, the second shows the real ITO mountains and some flat object. -
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Guys - don’t bite…! Deprive a child of the attention it craves, eventually it’ll give up squealing.