BMS Building enhancement project
-
I have said countless time this also concerning on ground untis but mostly I found deaf ears…
I know hah. I hear you.
Wild cockpits are built by “external” modders for F-22, F-35, Pak-Fa… etc. etc. you name it. All projects, which MAYBE will be complete in 6 to 8 years (considering accurate FMs and appropiate systems) …or better to say IF AT ALL as the “internal” developement (aka BMS) will “set the course” anyways (factors, if those cockpits will be implement- or use-able in reasonable and qualitative acceptable levels in the first place).
Whereas already existing, fundamental and more important elements like ground-units, already implemented airframes, weapons and buildings are too often neglected - probably because of the lesser “wow” effect in the art-work, who knows. Isn´t it better to work supportive and cooperative rather then branching off?
On the other hand those projects are personal passions and journeys and “each his own” right? Just, there is also the saying: “don´t safe money for a car, if there will be no “fuel” to drive it”.But as it seems some people are slowy addressing the “first floor” (this thread i.e and Radiums work) before “constructing the roof”. Nice!
-
Hello guys,
After checking and checking again my work, I decided to update the last building I did.
I’d like to suggest you as much as possible to keep this thread happy and peaceful, otherwise I will request a moderation. If you want to debate, please create another thread, especially when it doesn’t deals with my work or its environment.
for textures, I prefer considering high definition textures (1024x1024), which I re-use later, than, many small ones on a 2048x248, which look ugly when a bit close point of view. I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
Kindly yours,
Radium
-
for textures, I prefer considering high definition textures (1024x1024), which I re-use later, than, many small ones on a 2048x248, which look ugly when a bit close point of view. I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
This is precisely where the crux of the matter is when we talking displaying of many, many 3D objects. All forms of auto generation I have encountered in other simulations were using different 3D shapes, but rather minimal number and rather large size of texture where objects derived their textures by using different (yet randomly repeatable) texture coordinates.
Despite no doubt better hardware, than 10 years ago, I do not think there is such a thing as zero fps loss when we dealing with extra high intensity of 3D objects on each tile. But as you say, we can debate this elsewhere so please continue with your good work and good luck.
-
I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
Hi Radium,
With modern graphic’s engines what you say is true, however, I believe (I am not certain) that Falcon has troubles at times with texture loading. That is, when loading numerous large texture files, the software “stutters.” So, even though there is little fps loss with large textures, there are noticeable lags created regardless.
Keep up the nice work.
-
Thank you, dear Pumpyhead, for your information.
I will try to adjust myself to what BMS needs, whatever happens.
Nevertheless, I’d also like to humbly suggest some alternative path to reach your requirements.
Kindly yours,
Radium
-
Here is some news.
South Korean flat is now finished.
Enjoy!
-
:woohoo: beautiful
-
Some updates.
This little building was made with some existing mapping only.
No new textures were used.
Best regards,
Radium
-
Then, damaged version is easy to get : same mapping.
Cheers,
Radium
-
beautiful
-
@WaveyDave and all
Just tested 10200.dds works just fine…
Sorry for OT Radium but I thought it’s essential info.
-
wow, cool man.
-
Anything new?...what is status?..great work Radium.
-
nice buildings
-
Hello,
Thank you for your kind comments,
After I finished a first batch of buildings, I decided to move back to my F-2…
So, now, I will make other building later.
Best regards,
Radium
-
Greetings Radium. These buildings look really, really good. Thank you for your dedication. Are you planning on releasing them as a separate Mod for BMS? If thats the case,when would you think we could be able to use them. Thanks again. Jay.
-
Hello,
It will never be released as a separate mod of BMS.
It’s against my personal policy.
Sorry!
-
Hello,
It will never be released as a separate mod of BMS.
It’s against my personal policy.
Sorry!
Then how find way them into any 3rd party theater…? We have to wait ages until will be integrated into core DB then only after can be used for any other theater…?
-
he didn’t say IIRC that they will be available for all theatres, since BMS doesn’t include all theaters. So u will have to wait for them to be released then ask for his and BMS permission to use them in another theatre.
I believe this is the logical order announced here.
This could go and the other way around but Radium decided this.
-
Then how find way them into any 3rd party theater…? We have to wait ages until will be integrated into core DB then only after can be used for any other theater…?
Don’t worry.
It’s fully made under BMS specs and requirements.
As I am part of BMS Dev team, it will be integrated in the core database once finished, like my F-2.
Btw, “we have to wait” ; if this waiting is too long for you, I would kindly and respectfully recommand you to take 3dsmax as student version and do it by yourself, it would be really welcomed and would moreover help me to proceed on this task.
Regards,
Radium