WIP - Guam Theatre
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TwoJay,
The final elevations were not set at the time of these screens. Demer is in the process of finishing them up. If you will notice in one of the screens the caution light is on, that is because I had to fly in instant action and got hit by an SA 13, I guess he was camera shy.
Vags
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in the 4th pic the runway looks like a wave is it like that to land on that would be so cool……
Hahaahaha……No Bump Mapping yet…Still setting elevation’s.
The first pic by Vag’s show’s the Highest point on Guam,reference for me,that is all.BUT,that was yesterday,today:
As you can see elevation’s are smoothing out,getting more ……Cough Realistic…It’ll be fine
demer
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Actually believe it or not that runway is actually wavy, kind of like a shallow U. I did a short tour there, Guam is the devils play ground! Can’t wait to fly this!
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Looks AWEAOME! demer….
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I vote try and make runway curved would be awesome if it can be done and was not trying to be critical but more applauding you not all RWY’s are flat in my country Darwin airport has been the best fun I have ever experienced in takeoff and landing.
Hats off
Alice the camel has 3 humps……
LoL
cheers
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I vote try and make runway curved would be awesome if it can be done and was not trying to be critical but more applauding you not all RWY’s are flat in my country Darwin airport has been the best fun I have ever experienced in takeoff and landing.
Hats off
Alice the camel has 3 humps……
LoL
cheersNo,No 2J,
Criticism is fine,as long as it remain’s constructive.
I can’t,for the life of me,figure out how to “Bend the Wire’s” so to speak in BMS.Tried it 6 way’s to Sunday….no joy.
It IS VERY IMPORTANT for MP…soooo I’ll conform\form the theater for now…to BMSdemer
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First class work Dave! Cant wait to try
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"ETA??? One more Falcon week……Please bear with me…it’s not easy being cheezy… "
I thought that came naturally:D Jokes aside, that is a great looking theatre. I can see some very fun USAF versus USN Red Flag fun. Now if we could only fly B-52 bombers from Guam to Korea…
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wow man it will be great to just get to know GUAM.
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Notwithstanding current limitation of number of tiles/sets in BMS, concept of making entirely photoreal piece of combat area is great and provides with completely new and realistic perspective of the modern fighter pilot who has really split second to make error free decisions about the target and enemy positions in respect to his own plane. Not so easy and IMHO only photoreal terrain gives just little idea of the scale and minute (looking from the air) detail. Interestingly crafted combat scenarios and campaigns could and should make things really exciting.
Sure, that in the long run it is probable impossible to make large terrains entirely photoreal, however the trend should perhaps continue and new ways and concepts should be researched on how to marry and stitch photoreal with, unfortunately sometime, cartoonish looks of standard tiling.
Great job Demer, sir
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I think photorealistic or semi-photorealistic tiles are a good way of dealing with the current limitation of the Falcon terrain code regarding cities and forests. Polak and demer928 made very good contributions here, also the Aegean and EMT teams.
There may also be an aestetical aspect of how to operate a Viper to get the best out here, I used to be a “20 feet” fan, but with BMS I find flying at combat altitudes more attractive, especially in clouds.(:tjacked: :eek::nosep:)
Cheers
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Good job mate.
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@Carlo,
Lovely!
Your new night tile tool is eagerly awaited. -
Nice job, Demer and crew.
I like the tiles flying @ 5000ft and above , although I’m curious how they would look in higher resolution.
(low res is especially noticeable on the pixelated roads ;))@Khronik
Also nice job on the night tiles (tool).
Is it posible to give the lighted parts an slightly orange color instead of pure white?
… would look more realistic IMHO.Cheers,
LS -
TwoJay,
The final elevations were not set at the time of these screens. Demer is in the process of finishing them up. If you will notice in one of the screens the caution light is on, that is because I had to fly in instant action and got hit by an SA 13, I guess he was camera shy.
Vags
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Also nice job on the night tiles (tool).
Is it posible to give the lighted parts an slightly orange color instead of pure white?
… would look more realistic IMHO.Yeah know what you mean…
Used 4 shades of pure greys, 50/50/50 - 100/100/100 - 150/150/150 - 210/210/210 for the example.
Up to 256 night colors can be defined, each using a user defined RGB value.
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Nice job, Demer and crew.
I like the tiles flying @ 5000ft and above , although I’m curious how they would look in higher resolution.
(low res is especially noticeable on the pixelated roads ;))Yeah,I think Ted is going to look into that,at least he has permission to play with them if he want’s.I’m a bit tired of playing with tile’s ATM.Have a bunch of objective work to do yet.
@Khronik
Also nice job on the night tiles (tool).
Is it posible to give the lighted parts an slightly orange color instead of pure white?
… would look more realistic IMHO.Amazing work anyway Carlo,seeing as I didn’t give you any N Tile’s to start with……
Cheers,
LSdemer
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With Demer’s kind permission I have taken his Guam textures for the spin and some little experiment to see if higher resolution textures makes such a big difference and ultimately if they are worth the size of the download and perhaps inevitable performance impact. I have quickly substituted some original 256 textures with 1024 without editing water and making any extra adjustments for tile scale (clearly visible on the shots). Here is the series of them to give you some comparison and better idea:
AAA
High altitude (this is BTW how most of Falcon4 terrains and words are being viewed) NOT MUCH DIFFERENCE
BBB
Lower altitude SOME DIFFERENCE become visible
CCC
High res next to low res side by side
DDD
Outsde view from some distance Low Res
EEE
Outsde view from some distance High Res (high res helps illusion of cliff hight)
FFF
Very low altitude , Low Res - not too good.
GGG
Very low altidute , High Res - quite a difference is visible.
So there….
Conclusion of this experiment is that probable 1024 textures are not worth the size and load on GPU/CPU. Perhaps 512 is still the best solution for Falcon4 worlds. Still I would like to stress that the look from high altitude even with low resolution textures is top notch (!) and provides quite an immersive feeling while flying over Guam theater .
Additional advantage of this very concept of island theater is that, except of course for the ocean, there is no seamless tiling and no ackward repetition patterns and problems.I have seen quite a few photoreal pieces of work, including even desert theater made be myself. Nowhere I have felt
such a surprise and new feel of flying Falcon as here. All efforts should be made to make code changes and improvement of the utilities and terrain tools to make more of photoreal material available.Thanks Dave again. :headb: