WIP - Guam Theatre
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No disrespect Eric, but it would be really hard to make less appealing shots of what has been accomplished as those above . :wfish:
How about few random shots few secs into the flight instead in full daylight. No “romantic” sunrise here, but it is truly brilliant concept of yours and I am confident that we all would like this small terrain. Release the mod and all can have a go at it and judge.
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Hi Y’all,
I received the reworked Terrain from Polak and Airbuster Last Nite.I thought I would share some <5000ft. screen’s with you.
In doing this, I also want to correct a Myth about Water SET TYPE’s and AREA’s on a TILE.The first two shot’s are of me(human\player and wing AI) taking off from NAS GUAM which is a WATER SET Type,but the TILE under the Runway has a Plain’s AREA defined for it:Much still to do….;)
demerGreat work my friend.
Keep it high ;).
Nikos. -
Quite low res in low alt, or it is still wip ?
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Quite low res in low alt, or it is still wip ?
no, perhaps made with Polaroid……
EDIT: actually there are some issues here and there pertaining to mipmaping and quality of stuff when at ground level. So it is WIP after all…
Let us compare our “notes”, or what I mean how our respective graphic cards take shots. Here is my shot at 540 ft agl
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Cool stuff, found that today…
Chrs
T
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Ahem.
Just sayin.
Chrs
T
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Good job Dave. If you need any model please inform me…
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Please ship that theatre with Binini beauties.
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I like the relatively small scale of the land area in this theatre. It’ll be a good change to fly in a campaign where you actually can visually recognize where you are when you’re hitting a ground target. Instead of some nameless texture soup.
I hope the low alt level of detail gets a little improved though, at the moment it looks like Google Earth’s flight sim!!
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Dave,
Not sure how far along you are on this now with your campaigns, but following up on my Hawaii post, it might be interesting to have a campaign with the ATAC guys on the OPFOR side. These skins don’t look too hard for a good skinner to knock out, and I would think the Mirage pit would be a decent substitute for the Kfir.Cool video:
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Looks really good!
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Entire credit goes to Khronik (Carlo) for this utterly awesome, time saving baby
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Entire credit goes to Khronik (Carlo) for this utterly awesome, time saving baby
Thank you mate for posting that and my special thanks to Khronik (Carlo) for his great work ;).
Nikos. -
?
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Thank you mate for posting that and my special thanks to Khronik (Carlo) for his great work ;).
Nikos.!!! +1 here, and well done Polak and Khronik.
Gianni. -
My bro’s headed there.
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There has been some general discussion on Objective Density\Feature Count that we can shove into Falcon.Though I know for a FACT we cannot exceed ~5000 Objective’s (due to Feature’s on the Objective) in a 64 Segment Theater,there is a work around.
Now, I am doing this in GUAM, for a different reason. That being that the individual PR Tile’s suck ALOT!!! of FPS (Basically no repeated\load once tile’s). It’s just the way Falcon build’s,then send’s the list to the GFX engine\card.(Has to go via CPU I believe)Guess I should explain the difference……Some will counter that we have over 1 million or whatever Seatile’s in Korea Theater and the FPS is fine with that.That is because she only load’s that Tile ONCE into MEM and render’s all from that single tile…get it???
Lot simpler math for her to do then rendering 1100+ individual Tile’s every millisecondNow back to a work around…whilst building the Custom Airbase’s for Guam I ran into a FPS problem with the FEATURE’S on the OBJECTIVE…sucked alot of Frame’s.
So this is what I am doing to remedy the problem for you guy’s with lesser rig’s so we can enjoy a PR Terrain.I’ll explain in picture’s so that our non-native English speaking PEEP’s get a better idea. No offense M8’s!!!
OK, Pic #1 is from ~1500 ft. and 1 km out.
The runway to the left (a feature) is being “Rendered” in 3D,the one to the right is being “Rendered” off the 2D tile.As you can see from the FPS Counter, I have already “Bought” a 50% increase by removing the runway “feature” on the right
Pic#2 As we move away,at this point (~10000ft ~10Km’s away) we still see the left runway trying to be rendered as if we were 1000 ft away???, but the right runway is starting to fade using DXT5 and Fading Mip’s.
Pic#3 Now we are still ~10000ft altitude BUT ~15km’s away and they have both “Faded” into what I believe the human eye see’s.
But the FPS remain’s constant (~60)…good thing!!!Anyhoooo…that’s how it goe’s with the “Beatch”…LOL
demer(BTW The Limestone Cliff’s in the first pic are an illusion\eye trick brought to you by Polak, Thank’s M8 )