Tom's Cat
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I think all we can be sure of, is that shes lost that loving feeling…
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No she hasn’t….I hate it when she does that!
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That looks just pure awesome!
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I see a future Falcon online session where the strikers and bombers carry AIM-9s or AMRAAMs just to hang something on their wingtips, and the radio is full of FOX THREE, LONG followed by PITBULL, 2 minutes later.
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Molny come on… Give the man a break… It looks super ultra perfect.
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Wil the marked section get higher res. texture. They seems to me much lowres comparing to rest of cockpit.
You do realize that you don´t even see this part when the canopy is closed?
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I have added all the panels. I have made the HUD as well, its not completely finished, and I still need to make the pilot armament system. Some High-Res screens:
http://imagizer.imageshack.us/v2/xq90/538/6VfIxw.jpg
http://imagizer.imageshack.us/v2/xq90/674/j5Vh6D.jpg
http://imagizer.imageshack.us/v2/xq90/631/qSGWvY.jpg
http://imagizer.imageshack.us/v2/xq90/673/6hUggW.jpgSUPERB!! I’d marry the thing! Hands on stick 24/7
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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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