Tom's Cat
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schwing
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If you want to fix the shape of the stick, let me know as I have the old Mason catalog with the blueprints as a .pdf.
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How many triangles on your work, Nizmo?
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How many triangles on your work, Nizmo?
Total is 155,000 for total pit.
External model is just under 30,000.
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Total is 155,000 for total pit.
External model is just under 30,000.
I’m curious about FPS drop in pit. Even the most detailed pits do not have more than 60k polys currently in DB. The another F-14 WIP cockpit has so high polycount the F-16C Block pit has less than 40k polys.
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Lol in eech good low polys pit apache a model is ~5 k polys (2 seat!!), very good hi level model cockpit mi24 is 10-12k polys, and you say 150k :roll: ? I hope that will speed greater than 1 fps…
As I understand one switch has in you you pit ~ 500 polys?gl…edit 1 picture tells more than 1000 words.
This cockpit is 12k polys. 13 x this cockpit and we have your f14. wtf… -
I’m curious about FPS drop in pit. Even the most detailed pits do not have more than 60k polys currently in DB. The another F-14 WIP cockpit has so high polycount the F-16C Block pit has less than 40k polys.
For 3D pits, Poly count does not matter.
I’ll clarify:
1 Cockpit 5 LOD’sCanopy: 30,000
Switches/Knobs: 20,000
Tub: 30,000
Cockpit: 60,000There is no single LOD for any cockpit in the DB. Even the F16 is split through 5 LOD’s and is just about 100k poly when all is said and done. F14/B is a little more than the F18(new) pit.
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The graphics cards we have now are really powerful, way more-so that the voodoo2’s of the past.
I should state that I program with OpenGL and not D3D. Even-so, I think I read somewhere that the two APIs are much more similar now that we have fully programmable GPUs.
In ogl, you use something called a vertex buffer object and dump a whole bunch of vertexes, texture coordinates, normals and triangle indexes into your graphics boards memory (it’s all good, it has like 1-2GB of space there). Then the card will draw a single high poly model incredibly fast. So a massive amounts of detail in a few static models are no problem at all. The dynamic things in the pit like the buttons and switches and any render-to-texture MFD-monitors and such probably take more time. So basically a really ultra smooth 30,000 poly canopy might take less time than 20x 30 poly switches. BMS may have a good way to batch these objects in the graphics board and do updates on discrete sub-sections of them so as to not need to translate&rotate for each one individually. Since even if they change often, most don’t change every single frame.
Disclaimer: as said before I’m from OpenGL land, so I could be wrong. further, I’ve never seen the source code to BMS so i can’t say for sure how they do things.
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Oh, how I want this
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Very nice “Nizmo”, keep on it.
Thank you ;).
Nikos. -
Awww yeah!
Well, I guess this means I need to figure out how to use lod editor huh?
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Awww yeah!
Well, I guess this means I need to figure out how to use lod editor huh?
When the pit comes out I can make a small video about the integration or at least a step by step description.
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That would be very cool of you molni.
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the f-14 has the best looking cockpit
its established objective scientific fact
; )
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WORK OF ART!!!
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Looks awesome!!
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Getting real close there Nizmo. Can’t wait.
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That is some of the best PIT work i have ever seen mate!