Tomcatz ShipYard
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What about using the repaired parent.The repaired parent was traditionally used for the shadow models of vehicles but with the dynamic shadows there is no use for it.
Regards
Dave -
Tomcatz,
That video in Post #32, even slowed down to what I suspect is your actual pace is just WOW.
You’re a machine!
Now, I’m very much in the consistent, stable platform camp and not one to tinker all that much but if there could be a way to include these as a selectable patch in Falcon BMS Config so those with systems powerful enough could have the glorious eye candy without impacting those who value their framerate I doubt anyone would be unhappy.
I realise there is so much going on behind the scenes already that the devs have very little (if any) time to enjoy the fruits of their labours, so I’ll just hope for now.
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hope it has working elevators
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wow heavy load 3ds there… very impressive…
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What about using the repaired parent.The repaired parent was traditionally used for the shadow models of vehicles but with the dynamic shadows there is no use for it.
Regards
Davei would need to be able to determine the Z position of a X , Y Point uperface on a LOD…not sure how to do that from LOD / Parent ??
if you know a good way, that would be cool and this would need 30 seconds to integrate it in AFM …:)
see you on dev forum
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Hi JP,
i would need to be able to determine the Z position of a X , Y Point uperface on a LOD…not sure how to do that from LOD / Parent ??
if you know a good way, that would be cool and this would need 30 seconds to integrate it in AFM …:)
see you on dev forum
also know one coder which has new code for reading aux data from *.veh files if that could help (LUT x,y,z for the ramp)…
Cheers
Biker -
I really don`t know what you guys talking about but I hope that some day, realistic take offs and landings will be possible on russian carriers .
Greetings,
Tom -
Hi JP,
also know one coder which has new code for reading aux data from *.veh files if that could help (LUT x,y,z for the ramp)…
Cheers
BikerMmhhhh i Would prefer from LOD as ramp is not
Linear .Any idea ?
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No- bu I have new pics…
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Nice stuff, Tom.
… and no, I’ll not ask about the poly count.
Cheers,
LS -
Mmhhhh i Would prefer from LOD as ramp is not
Linear .Any idea ?
Then “Linearize” it :mrgreen:
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Nice stuff, Tom.
… and no, I’ll not ask about the poly count.
Cheers,
LSpfff that? just 500 are more than enough… :rofl:
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500 as 500.000
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Hi-Thank you all.
Polygons: arround 52k - Normaly a carrier is the only big object in the hole wide sea so : no frame problems or so. It works perfect.
Cheers
Tom -
Question is if you will create lower LODs… the fact that its working doesn’t mean that its working right. Unlike other sims/games, Falcon dynamic campaign can be overloading, even on strong machines, not creating lower LODs for a new created model means that the old lower LODs will be used, and of course this LODs have different textures assigned to them, so when LOD is transitioned, the meaning is that the GFX engine must load new/more textures… having all LODs using same texture sets is the way to go, of course also creating 1 or maximum 2 large texture sheets for a model is better than having many smaller textures. You would be surprised how loading textures might be critical on game performance…
You are very good at creating high quality models but it’s too bad you aren’t working per requirements for standard models and even if releasing a community independent patch, you aren’t creating lower LODs for your models… how much it takes to create lower LODs? I’m sure way less than the original model right?
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Question is if you will create lower LODs… the fact that its working doesn’t mean that its working right. Unlike other sims/games, Falcon dynamic campaign can be overloading, even on strong machines, not creating lower LODs for a new created model means that the old lower LODs will be used, and of course this LODs have different textures assigned to them, so when LOD is transitioned, the meaning is that the GFX engine must load new/more textures… having all LODs using same texture sets is the way to go, of course also creating 1 or maximum 2 large texture sheets for a model is better than having many smaller textures. You would be surprised how loading textures might be critical on game performance…
You are very good at creating high quality models but it’s too bad you aren’t working per requirements for standard models and even if releasing a community independent patch, you aren’t creating lower LODs for your models… how much it takes to create lower LODs? I’m sure way less than the original model right?
Why not erase the old lods - textures? and use only new - current?
@Tom Catz wow only 52k poly’s wow man… u are a master…
Could u please give some insight on the reflective surfaces that glow in the night if u have it done (as I believe)?
I’m trying to make my buildings light up in the night and still I can’t finish so to have a complete overview on the subject, so to decide which is best and go ahead… -
Hi WoW!
Now that deserves a “FRAMING”…… ^^^^^^…LoL
Thats what I’m talking about lets get it on…Fantastic cant wait…
I also would like to say I dont agree with “FPS/Polycount this and that Argument” holding back F4 from ever becoming what it should be in todays ……2013 … Flight Simulator Standards.
Its time to make F4 more modern “Rise-the-Bar” higher and higher… as per say!
I say go for it Tomcatz’s look how many “Thanks” your getting everyone wants a high quality modern F4 Sim, not old Falcon 3.0 look, C’mon guys!
Keep going Tomcatz’s your stuff looks awesome and the detail is amazing!
Also like you said here … https://www.benchmarksims.org/forum/showthread.php?11046-Tomcatz-ShipYard&p=177224&viewfull=1#post177224 if you say no problem then people need to just upgrade their systems simple really and expected if you love gaming yet alone Flight Simulators.
You have the wider community support! :headb: …… Your making F4 better all the time!:woohoo:
It’s obvious more Core Code Optimization for Quad Core CPU’s, Memory Usage Bandwidth and a New Terrain Engine, Terrain Mesh, GFX engine tweaked for better photo realistic modeling etc etc work is desperately needed as well, eliminating all the limitations the core code has is truly the way forward and free up the sim to look more like a high end commercial product.
Just surprised this isn’t the case but continually debated in Forum by others who know about this stuff.
I mean the wider community is asking for ARMAII Terrain as an example and rightly so its 2013, gents, C’mon, keeping up with Flight Sim standards is where BMS needs to be looking at the Future of F4, right, lets be honest and discuss this respectfully.
More like this Please…
Good quality models high Definition etc etc is needed.
Point is peoples individual PC Systems should not slow or under develop F4 Sim moving forward and beyond 2013…Final!
Devs can utilize the BMS Config Editor so users can turn ON or OFF certain functions for better performance like I.e 3D Cities, HDR, Blur, other effect add-ons and GFX settings etc etc etc like in FSX, Oh C’mon gents, seriously now.
I mean simply going by what I read in Forum it will have to happen anyway old code and limitations and what not etc etc etc…
We all want a better and modern Falcon, so keep going Tom Catz’s…my 2 Cents anyway!
Thanks for all the work!
Regards,
SkyKnight
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Why not erase the old lods - textures? and use only new - current?
Because you still NEED them?? looking at the carrier from 5K feet shouldn’t be a 52K poly model but more like 5K…
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Hi,
the look is very nice, the frames are stabil and good and dthe overall look is much better if you want to land on the carrier.
Polycount is not important- The workload for the grafic card is much more important.
I use a 2048x2048 texture for the hole carrier. After a long time I was able to manage the export problems with textures which uses alpha sources. Some day I realized that I still have to use only one texture but I could use these texture with different materials and material settings. So I have one texture but a lot of effects. And now I have reelings, antennas, cables and big painted areas…
Cheers,
Tom