Tomcatz SAM factory
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Okay- Next approach:
Download Version2:
http://remixshare.com/download/yb7wo
or
http://remixshare.com/dl/yb7wo/TOMCATz-SAM-Ships-No2.rar
Best regards
Tom -
Thanks! Both links look like they’re working this time.
Update: Yep, both work.
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Why you guys sound like we never can put detailed models in Falcon world?
We don’t. Take the original SA-11 L1 (71 poly) - going to a 2000 poly model is a huge improvement in detail. If you look at the vehicles in DCS World you will see they are less detailed and rely on good textures to look good close up. The SA-11 at 28k poly was just to much and even 2k models need lower levels of detail or we will be rendering a hundred 2k models whose detail will never be seen.
I love TomCatz work and it’ll be great if he ends up making 8k models to downsize to 2k rather than putting a lot of effort into a 30k model that then has to have lots of details removed but it is his work and time freely given and if he just enjoys making detailed models that is good to.
It might turn out that there has to be a “high poly model mod or pack” and a standard install for everyone else but for now I am working towards better models for all on the assumtion that with the right models and LOD values we can get it at the cost of 10% FPS.
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Thanks for new links. I see some promising improvements.
For anyone wishing to test please note the common 1 poly LOD#48 is still fighting back (this time as a 4500 poly fuel truck)
so the original LOD#48 should be used to replace it.
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Because average player does not have supercomputer. BTW, except for video maker it is pointless. You never fly so close to a ground vehicle to require 10k polys.
never? do u have those patriots for blue or those SA-x for red near an airport? than u see them every time at least twice, and u know what is worst? maybe u don’t see them but the VGA might have to draw them, and since in “high detailed” airbases with the super trooper high detail FPS killer cockpit…. the results are yours…
So the average players SIMPLEcomputer tries to find a way to get out of his room and escape to calmness…
that way of thinking I believe must drove to the High Detailed FPS killer not optimised pit we have right now. -
The pack still contains mayn high poly models, I checked only Patriot and red SAMs. The LOD files almost 1 GB size.
I was not able to find the point of your post. I never said never. But with current bubble values… If I have to choose between bigger bubble of 30k poly models, my vote in on bigger bubble. There is no sense to use 3k+ poly models. For video makers maybe but a hardcore player like never see from close SA-10, Patriot or many other LODs…
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Thank you very much for those with a better rig some little improvement in graphics are always welcome.
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Great work Tom Catz, your work is very appreciated!!!
I have one question for all :
I see alot of new models are out. Why cant you guys simply integrate those models in next update 4?
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Why cant you guys simply integrate those models in next update 4?
Because they are not finished and optimized. They are looking good, but the cost is too high in FPS. Many of vehicles are built up from 30k polys.
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Great work Tom Catz, your work is very appreciated!!!
I have one question for all :
I see alot of new models are out. Why cant you guys simply integrate those models in next update 4?
In other threads (I think Hayab’s modeling threads) this was asked as well, and if I remember correctly the BMS team posture was similar to this:
1. They are not going to go around threads and ask authors for their permission to include models in future versions.
2. If an author desires, he may offer BMS devs his models, which they may or may not use in the future versions. The author is requested to submit his work with full rights to BMS team, meaning they can modify and use the work provided in the future without first asking the original creator.
3. No monetary or other compensation will be provided to the author, besides a community of thousands mashing “thank you” button on his posts.So its up to our glorious model makers to develop new models with recommended poly budget, and submit their work to the BMS dev team, which I surely hope they are considering. Before that happens you are free to download and implement them yourself.
On a separate note, the version/update numbering is as follows:
UPDATES: fixing errors in existing version number
VERSION INCREMENT (e.i. 4.33): releasing new content.BMS team hopes that there will be no need for Update 4, therefore we’ll get a chance for 4.33 sooner. Looking at the performance of U3 I think they need not worry!
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Hi Guys,
glad that it works now. About the FPS-discussion: I will modify the LODs morer but I wont use less them 15k faces for the nearest LOD model. Its easy: The hardware of the user is strong enough or not which means: Use it or lose it.
If I go back to models with 1000 polygons in the latest stage them I can still use the older stock models because the result will be nearly the same look. My intention is to have good looking, accurate models for a good visual ID. So I disengage the partikel effects and the partikel clouds and be happy with good looking models. The partikels still use the half of memory power of the computer and I not need that effects.Finally: Everybody can use my workings, models- share them, modify them, use them for other mods and so on- with fully permissions and all rights. All workings are for free for the complete communtiy. If soem day the BMS team will use some of my models I would be very proud. Thanky for all the support guys :drink:- Best regards,
Tom -
For closest LOD the 15k maye usable bu in this case you have to well set lower res LODs. BTW why did you mentin 1k? Not 3.5k the recommended upper limit? It would be sad if your models won’t find the way into core DB because the swapped DB method prevents the wide spread usage.
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Most of the time, (when flying) models are not visible… So that having very high poly models is useless IMO. (But current are really bad and need to be reworked)
but …
IMO, we will not include new models if other “candy-eyes” stuff must be deactivated.
If FPS hit is too big (on a “standard” computer) … we will keep current 3D models.
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@Tom:
Hi Guys,
glad that it works now. About the FPS-discussion: I will modify the LODs morer but I wont use less them 15k faces for the nearest LOD model.
My intention is to have good looking, accurate models for a good visual ID.
Good, that is an acceptable compromise. Don’t bow to all the pressure. If PvP builders don’t want such big hits in FPS then they should also compromise and reduce the amount of ground units. There’s really no reason to have 19-20,000 vehicles in a PvP campaign.
RAM22
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It would be sad if your models won’t find the way into core DB because the swapped DB method prevents the wide spread usage.
They will be in my core DB, that’s for sure!!!
RAM22
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@RAM22:
They will be in my core DB, that’s for sure!!!
RAM22
All your core DB belongs to us!
Cheers,
LS -
Tom, you posted some degraded 3D models about Patriot and SA-10? What are their polycount?
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@Tom:
Hi Guys,
glad that it works now. About the FPS-discussion: I will modify the LODs morer but I wont use less them 15k faces for the nearest LOD model. Its easy: The hardware of the user is strong enough or not which means: Use it or lose it.
If I go back to models with 1000 polygons in the latest stage them I can still use the older stock models because the result will be nearly the same look. My intention is to have good looking, accurate models for a good visual ID. So I disengage the partikel effects and the partikel clouds and be happy with good looking models. The partikels still use the half of memory power of the computer and I not need that effects.Finally: Everybody can use my workings, models- share them, modify them, use them for other mods and so on- with fully permissions and all rights. All workings are for free for the complete communtiy. If soem day the BMS team will use some of my models I would be very proud. Thanky for all the support guys :drink:- Best regards,
TomTom Catz, as I mentioned before to you, it’s a trade off between beauty and reality of what can be used.
Ram22 Mentioned, that you shouldn’t succumb to the pressure of PVP theater makers, but what he did not mention is, that he himself wouldn’t be able to use your models on his own system.
You have to choose, do you want only small isolated groups of people to use your models in single player or do you want the vast majority to be able to enjoy them.
Those people in the vast majority fly on online servers, and the dynamics of an online server are different. Great considerations have to be taken in to account for Frame Rates to keep every player happy by having acceptable FPS on their own Individual systems.
At the end of it as mentioned above the choice is yours, I would hate to see your work not being used by the majority of people in this community, because quite frankly the falcon units are in desperate need of a visual upgrade.
In my humble opinion here is something you should use as a rule when designing models. Anything that you can get away with by texturing you should, instead of adding Poly’s. Example Vehicle tracks, Vents, Rivets, etc
And last of all to answer Ram22’s assertion that there shouldn’t be 19,000-20,000 vehicles in a campaign. In a PVP environment as we have experienced, humans are incredibly efficient at taking out multiple units, and our goal is to simulate a full blown war. The reason is to keep everyone busy fighting for an objective and yet not make it so easy so that the war only lasts 4-5 days.
It’s only after running a PvP and observing what is going on, that one can come to these conclusions.
Again I think your work is great, and I would hate for your effort to go to waste.
Peace
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Ram22 Mentioned, that you shouldn’t succumb to the pressure of PVP theater makers, but what he did not mention is, that he himself wouldn’t be able to use your models on his own system.
Obviously you have absolutely no idea what you are talking about. Times change and so do Rigs!!!LOL
You have to choose, do you want only small isolated groups of people to use your models in single player or do you want the vast majority to be able to enjoy them.
Those people in the vast majority fly on online servers, and the dynamics of an online server are different. Great considerations have to be taken in to account for Frame Rates to keep every player happy by having acceptable FPS on their own Individual systems.
I guess you have numbers/statistics on what percentage of the community fly’s MP vs SP, YES!!!
That would be interesting to see, as it’s a known fact the VAST MAJORITY has flown SP over the years in Falcon. With that said, I’m positive more people are now flying MP, but I’m also positive more people still fly SP!
RAM22