Tomcatz ShipYard
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I’m with u I-Hawk… I hear u…
I’m not an expert also. That is why in my above posts as u seen I putted question marks in my statements… I also wonder.I just make some models and then test them in the engine. What I say are from my personal experience.
Also my statement for the mountain going to Mohammed was based on what?:
Tom Catz carrier model is phenomenal. Mav-JP says he is close to make it work as it should. PPL are asking for Carrier ops for long time now. F-18 is undergoing… F-14 pit also…So I say an exception could be made here…
Why???:
Most theaters will have 1 tops 2 carriers… also to balance this is like flying from Kimpo. Kimpo AB and surrounding buildings are heavy… So I put both as the same…
Tom already made the low poly’s so let’s see how it behaves first before we tosh it to fire…
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Yes and u end up with 18 fps on the taxiway… r u 100% sure this is the way?
BMartins build 5 times more buildings there with no LODS and the FPS hit was a joke…Yes we are sure because I made most of these building. I give the spec to deejay with the original files. You need to understand that Kimpo is a really particular thing. When we do Kunsan first, we have place over 1200 features on a huge place. But military architecture is easy to do (to be honest, that’s always close to be a simple box). Kimpo is a completely another story:
- 1: the emplacement. Kimpo is made close to Seoul city, witch as always been more FPS killer. So you already have a small % of FPS cost in the balance.
- 2: Kimpo architecture is a nightmare. The building is pretty complex. Lot of curve, so much more poly. So that’s when the distance lod come in. But even with it, all the building is place in a small compact zone. And when you are on the airport (ie parking, taxi), you have all the lid zero generate on the same time.
- 3: the building is so big that I use a little trick to be sure that a single bomb cannot destroy the whole building if it be dropped in the other side of the building: is split the building in 6 parts. So in fact you don’t have one terminal but 6 littles for lod0, 6 for Lod 1, 6 for lod 2, same for damage and destroy model. So single terminal is : (63)+(63)+(6*3)=54 parts.
Drop a bomb on the domestic terminal and you’ll understand. - 4: some building use different Ptype for some glass effect, lights, etc.
- 5: now ad casting shadows for all of theyse and you can understand the problem. To be honest I’m pretty happy that the FPS cost is not much more hard, I fly with more than 30 FPS with all that things.
I thing that Recker, Banger and me have pretty good manage that airport with the cards we having for play.
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Arty nobody said anything about Tom’s carrier model can’t be a standard one? IMHO with lower LODs it can probably go in or at least discuss the poly count with the experts (WD is first I think of) and find a balanced number that is acceptable for a carrier. I agree with you that a carrier isn’t like just another AC or ground unit, it requires some special decisions. Let’s see what happen
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Hello,
thank you guys. I have a problem:
I could not find a slot for a carrier with about 4 or more LODs. And I wasnt able to find out how to add more them one slot.
Any ideas?
Otherwise- I can share my CVN -LOD`s this weekend. So everbody can test the carrier in his own theatre under own conditions….
Greetings,
Tom -
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inside LOD editor, there is DATA -> nLod -> fill higher number
BTW: I would remove polygonal wires from 4k LOD (or make semitransparent “line” substitution for it) -
Lukas-Thanks. I did it before but AFTER filling a higher number you have to push UPDATE …
@Molnibalage: Thanks-I will test it…
Thank you-Greetings -
Your models are pretty amazing Tom - so many thanks for going to the effort.
Would be valid if Intel et al kept increasing the single core CPU speeds and we were now using 16Ghz CPUs for example.
But to use multicore CPUs properly and optimize the FPS for modern systems I suspect there needs a few codes changes here and there.
Hi! Do you know how many CPUs BMS support? I am just curious.
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No… The problem isn’t only lower-end systems, its about breaking the balance… careful balance that we try to save in order to keep this sim with sane performance even though there is an entire war running around you… this isn’t like other games/sims with scripted missions which everything is predictable but with Dynamic campaign the balance is very important or your FPS might be gone down the drain, even with high-end system!
Why we keep using only L2 terrain resolution and not L0?? why some PS effects are pretty “light” yet compared to RL? why good modelers are giving up many polys in order to keep sane count? of course I would like a 200K poly for all models but then we will have a slideshow…
But just in finding that balance, perhaps, might be sought an alternative to L2, but without using L0.
For example, using L1 to topographic resolution, could be sufficient to improve quality and maintain that balance.
A example L2 vs L0…
Another example. Without photorealistic textures:
And another, with photorealistic textures:
And another…
Are there tests done about it? Do you really not possible?
What is the real decrease in frames per second of throughput measured in percent, in current computers?Do not lose hope.
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Hi! Do you know how many CPUs BMS support? I am just curious.
You mean separate CPUs running in Parallel? never done that myself - one of the Devs would know I’m sure.
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I’ve make some test with my Q9550 and got little FPS more, very few, when CPU was used as for 1.
But still using XP.
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@Joe:
Do not lose hope.
Yes Detail level is superb… loose the hope…
I don’t believe it will be ever implemented again.
Let’s face it jents… we are here for the Graphics or the Simulation?
Yes we want both. But we try to simulate - build - contribute to the impossible…War machine or Campaign Engine is a don’t touch for us… So that doesn’t leave us (them - the dev’s) with many options.
One of the reasons why instead of one by one building as real in FBB we go for something in the middle.
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Adding a new LOD to a parent is a very basic task in LE.
As Buzzz said.
In LE:
- ACTION:APPEND MODEL
- Select your LOD4.lod.
- Make note of the new LOD number that LE assigns.
- Repeat that action for any other LODs you may need making note of the new numbers.
- Then under the parent of Carrier, place the new appended models into their slots.
- Hit update and you should be good to go.
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Adding a new LOD to a parent is a very basic task in LE.
Roger.
But I have almos 0 LE skill, my suggestion was only an “emergency” scenario.
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GJ!
I love the Deck operations~
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Hi there
@Joe:
But just in finding that balance, perhaps, might be sought an alternative to L2, but without using L0.
For example, using L1 to topographic resolution, could be sufficient to improve quality and maintain that balance.
A example L2 vs L0…
Are there tests done about it? Do you really not possible?
What is the real decrease in frames per second of throughput measured in percent, in current computers?Do not lose hope.
Well… believe me we know EXACTLY what is the price we pay in terrain details for using L2 instead of something with higher resolution… if you remember the BazT and SRTM days then you probably remember who is the guy behind them, well that is the same guy behind the BMS GFX engine
I asked about it once and the answer was that FPS will take a steep dive, so bummer but that’s the best we can have with current engine and without changing terrain LODs. I’m sure you remember the days when Falcon used terrain LODs, and I’m sure you know that BMS doesn’t do those transitions, so the price is that we use L2 all the time.
What Falcon really need is a new terrain engine, I believe everyone agree about that
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What Falcon really need is a new terrain engine, I believe everyone agree about that
And what exactly is your projected date to have this finished. :lol:
RAM22
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Hm… Ships?
I start to upload the files now- Just some minutes…
EDIT: Here it is:
http://rapidshare.com/files/1441872534/Tomcatz-Ships.zipClick to “Datei downloaden” , please (Datei is the German word for file)