Soldiers
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Nice stuff Tom, but better make the texture DXT1 and with mipmaps. DXT5 isn’t necessary because there is no need for 8 alpha bits for this texture.
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Thank you very much Tom, Great work!
Nikos. -
Well stated I-Hawk……and good work on the sprites Tomcatz!!!
Cheers,
demer -
The ejected pilots skin-3d model need an update too!!!
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Good job on the texture, TomCats, …Thanks a lot.
Funny, I’ve looked at that texture myself just 2 or 3 weeks ago,
and noticed that FreeFalcon has already a better (than stock) texture,
so I’ve replaced it.Anyway, I think BMS deserves more than those ugly billboarded soldiers,
I mean even the textures are looking nice now, the result insim is horrible.
so I wonder if it would really cost that much FPS if they could be replaced with LODed 3D soldiers.AFAIK using the alpha channel is also FPS heavy, but I dunno if they are more or less FPS heavy
than nicely LODed 3D soldiers.Surely that’s another thing that would need a code rewrite,
… maybe one thing for the future.Cheers,
LS -
Hi Lazy,
Surely that’s another thing that would need a code rewrite,
… maybe one thing for the future.not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
Biker -
Didn’t someone make 3d models of soldiers like a year ago? I can almost swear I saw screens of them in game, all solid green.
Cheers
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Guess it was Tom that did them [emoji4]
https://www.benchmarksims.org/forum/showpost.php?p=197443Not solid green at all…
Cheers
/F -
Didn’t someone make 3d models of soldiers like a year ago? I can almost swear I saw screens of them in game, all solid green.
Cheers
/F+1
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Hi Lazy,
not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
BikerProbably we will just need to replace the DrawableGuys calls by a regular DrawableGroundVehicle call and set a 3D model for it, but I’m not 100% sure
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50% of the low level encounter soldiers they can’t be seen (like a piece of paper from the side) only the tracers. 3D would be a nice change.
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Hi Lazy,
not sure if that really needs a code rewrite, maybe the 3d model can use the same switches the billboarded soldiers do use.
If somebody can make a simple 3d model to test it would be nice…Cheers
BikerHi Stefan,
while it may be possible to easily change the model to 3D, I still think animated moving 3D Soldiers may need code rewrite.
IIRC (I’m no coder) the code says something like:
if moving in x- direction then project pixel of xy area(s) of the texture to get a animated moving result.
if moving in y- direction then project pixel of another xy area(s) of the texture to get a animated moving result.But we would need some DOF animation for 3D Soldiers, … no?
… similar to the random pilots head moving DOF …For a simple 3D model use TomCatz’s, like suggested above. (I suck at modelling humans, LOL)
Cheers,
LS -
Hi,
Hi Stefan,
while it may be possible to easily change the model to 3D, I still think animated moving 3D Soldiers may need code rewrite.
IIRC (I’m no coder) the code says something like:
if moving in x- direction then project pixel of xy area(s) of the texture to get a animated moving result.
if moving in y- direction then project pixel of another xy area(s) of the texture to get a animated moving result.But we would need some DOF animation for 3D Soldiers, … no?
… similar to the random pilots head moving DOF …look at this, is it using DOFs???
Or maybe better the ejection seat sequence in F4.
For a simple 3D model use TomCatz’s, like suggested above. (I suck at modelling humans, LOL)
We need a simple (TomCatz’s what I’ve seen > 25k polys), under each switch state we need the whole model in 3d, so the walking will be like an animation movie (exactly what we do ATM with the textures). So as we have IIRC 32 switch states and need the whole model under each switch, we need something really simple -> No more than a low few hundred polys per switch state…
Cheers
Biker -
biker u say each switch… how many switches should be used? Also no DOF’s as I understand it?
I mean we have 4 (leg’s and hands) 1 body 1 head. So it would need 6 switches? which switch?u create the animation sequence and just export it? is that simple?
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ah ok, like turning clouds.
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We need a simple (TomCatz’s what I’ve seen > 25k polys), under each switch state we need the whole model in 3d, so the walking will be like an animation movie (exactly what we do ATM with the textures). So as we have IIRC 32 switch states and need the whole model under each switch, we need something really simple -> No more than a low few hundred polys per switch state…
Amen.
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yeap ok I’ve done some basic animations in 3ds but I thought DOF’s where needed for Falcon animations… now biker says no. Probably they loop indefinitely.
This is why I ask which switches needs to be linked and where?
If it is that simple maybe animations could be easier done.Maybe a simple one move max file could enlighten us.
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Is it even needed in a F16 simulator to have animated soldiers? Yeah, for cool moviemaking but else?
Standing, knees and laying down would be plenty IMO.
But maybe there isn’t any performance issue?Cheers
/F -
Is it even needed in a F16 simulator to have animated soldiers? Yeah, for cool moviemaking but else?
Standing, knees and laying down would be plenty IMO.I’d agree with the 3 main positions as a base for a F16 sim, but I think at least the legs should have some rudimentary animation. Otherwise, it will just look weird if you see them “hovering” over the apron/taxiway, or if you look for them through a TGP.