Tomcatz SAM factory
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@Tom:
….oh…I need mor alcohol
Absolutely!!!
@Tom:
music
Of course!!
@Tom:
and time
As long as you don’t kill over, there’s plenty of that….
RAM22
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I do not want to tell you what you do but IMHO as long as Korea is the core theater the priority list should be different. M48, M60, red SAMs should be on the top.
But if we follow what is also accepted by Dee-Jay - BMS4 core DB should support all theaters with its 3D models - all stuff is valid.What is the problem? The battalion roster. Each theater should have unique DB, but if the core DB have the 3D models, for an skilled person is not an issue export and import functional models.
Anyway, it is VERY good that you are here.
:woohoo: -
DOWNLOAD:
http://remixshare.com/download/hcy2sI packed two folders. So the first one is for modders. That folder uncludes 3ds datas, LOD files, Refferences and so on…
The second folders have the LOD file for the korea map. So everybody can install it with some clicks. Just follow the path and copy and paste that folders into the BMS installation.Please make sure that you made saefty copys first!!! I really hope that it works- So please answer to me if not or any problems. I`ll try to give my very best.
Best regards,
Tom -
@Tom:
DOWNLOAD:
DAMN!!! You’re QUICK!!!
Thank You,
RAM22
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+1
Tom, what alcohol do you drink and what kind of music do listen?
… I think I’m doing something wrong.
Cheers,
LS -
Well….Basecally Eminem, Rihanna, Beats … some HipHop, Pop, R&B and film musics and Rock classics. For alcohol: White rum or vodka :drink:
I found these cool video:
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@Tom:
Well….Basecally Eminem, Rihanna, Beats … some HipHop, Pop, R&B and film musics and Rock classics. For alcohol: White rum or vodka :drink:
Uhmm, I think I can live with that music, although I’m more into oldschool electro funk,
and I think I need to get rid of my JackDaniels and try white rum.@Tom:
I found these cool video:
Nice find, Thank’s.
Cheers,
LS -
Nice Job Tom
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Downloading. Thanks!
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Tom, they are skinless. Did you create texture maps for models?
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Hi Comrades.
Please tell me, how to increase the size of the object SA-6 Laucher (in LOdeditor program) -
Thanks Tom
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Tom, the standart KoreaObj.LOD file is eta 250MB including ALL models of the sim.
You added 17 3D models and the file increased to 700MB ! Seriously?Can we do that more efficient?
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Well…I created complete higly detailed aircraft carriers, big missile cruisers , higly detailed SAM systems and modern Radar- Of course that level of details need space. But I think that memory space isnt a problem for actually systems- my cell phone have 16 Gigs…
Yes, I didnt create textures- Because BMS is very graphic card hungry. I thing, with that BMS shadow and lightning engine my models looks fine. So I still save memory for FPS -
Tomcatz 2 questions:
1. Are the Dof’s working?
2. Is there a significant FPS hit with the models or is it more or less the same frame rate with the old ones?Thx
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Hi,
yes- the DOF`s are game ready and working. No- there is no FPS hit but a small loading time at the start of the game. The loading sequence needs some seconds more-thats all.
Best regards,
Tom -
@Tom:
Hi,
No- there is no FPS hit but a small loading time at the start of the game.
Tom40.000 + polygons per vehicle ??? no FPS drop ???
Maybe not if you load it, but if you fly it on big scale campaign with a moving (on the fly) bubble …omg.
1 Sa-6 Site 100000 + polygons ??
The F-16 (most detailed model in the sim) has eta 4500 polygons in comparision.Tom, i love your work, but that is not how you efficiently do models in sims.
You can create high-detailed models with less polygons … this “ballance controversy”, meaning
detail-performance-relation reminds me actually to the same issue in 2 other sims (classic topic). -
Tom Catz the models are absolutely beautiful in the game, but my friend unfortunately they are absolutely not practical in falcon, the polygon counts are huge and the frame rate hits are massive in fact, it’s unplayable in even on the best of systems under 10 frames at times, if you want these models viable for campaign play in falcon you need to significantly reduce the polygon counts, eg. for the sa-10 (just 1 Launcher) its 40,000 polygons, we need that to drop to about 2000-3000 or less.
They are beautiful models really…. but I only wish we could use them in a campaign.
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Well- Every model have arround 15 faces. That is not a big deal for a modern PC just like i5 core. Basecally in modern simulations the grafig GPU set the limits- not the core. But that is my own experience because I build models for simulations since 10 years. However: a model with arround 15k faces is very “gaming friendly”, I think it will work well
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We just tested it on a high-end system (i7 2600k, 470GTX 1,5 gb, SSD drive). Unflyable!
I believe you, that you are an expert in 3D models, but do you also know how falcon loads and processes the models?
De- and aggregating mechanism of models and the polyon-bugdets in falcon (or sims)?Loading the models ONCE into 3D is one thing, but loading them “on the fly” with a moving bubble …its not working. It will cause major lags on a MP-server i.e.
This specific matter (LOD count vs performance) we have encountered in 2 other different sims in the past (expirience here),
but your polygon counts set new records in this branche Tom.Come to our Teamspeak, your are welcome, and we show you why.