New Texture Balkans
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I think Falcon has shown and also the guys working on Guam and Israel, that photoscenery based tiles can and do work pretty well in Falcon, using the basic terrain system that we have already.
Who do you think are those “guys” Mark? Well …… at least one of those guys?
So yes, this is also one of my strong convictions and contentions, that photoreal scenery IS so far the best (and practical) solution for Falcon. I was recently surprised to hear opinions that was not the case , that photoreal work is no work at all , maybe bordering with cheat and massive 3D is the answer to everything. I do agree though that from the close quarters resolution of 512 pixels smeared across 1 tile worth 1000m looks not appealing. However, from the certain altitude , specially higher altitudes such a tiles look right.
IMHO Falcon BMS should strive to having good and possibly 100% photoreal terrain being available at higher levels L3, L4. That would give pilots at least good feel while flying most of the time without being distracted by unrealistic scarce details or bad resolution from close ups. Tiled terrains (mixed occasionally with smaller swaths of photoreal) should be possibly derived from the colors and shapes of that large 100% true to life coverage in L3 and L4 to minimize sudden transitions when coming lower.With some experimentation, I believe it can be done.
I do not have any recipe how to make it look good and 100% foolproof from close ups. I honestly do not think there is any…
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Hi Polak, of course, I include you in that generalization… I see from the posts here how involved you are and where you are with things. My personal feeling ( although please remember, I do not have the knowledge of the workings of Falcon that you guys have, so my comments need to be taken in context) is also that the photoscenery route is the way to go, a the moment, as it is so nearly there, in Guam, Israel, Spain and Balkans. you are right about the close up problem though, even 60cm res tiles in FSX look bad when on the ground! We just have to deal with that, after all, most of the time in falcon is sent at higher altitude…its all compromises…
regarding how the tiles look close up…I think all the mods that people are working on now are an improvement on what we have now, so that can only be good. keep up the good work, and look forward to the improvements in the pipeline. i only wish I had some more in depth knowledge of how this works in falcon, to contribute myself…
Cheers, and thanks for your work, Mark
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One always hopes to improve …… always
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Who do you think are those “guys” Mark? Well …… at least one of those guys?
So yes, this is also one of my strong convictions and contentions, that photoreal scenery IS so far the best (and practical) solution for Falcon. I was recently surprised to hear opinions that was not the case , that photoreal work is no work at all , maybe bordering with cheat and massive 3D is the answer to everything. I do agree though that from the close quarters resolution of 512 pixels smeared across 1 tile worth 1000m looks not appealing. However, from the certain altitude , specially higher altitudes such a tiles look right.
IMHO Falcon BMS should strive to having good and possibly 100% photoreal terrain being available at higher levels L3, L4. That would give pilots at least good feel while flying most of the time without being distracted by unrealistic scarce details or bad resolution from close ups. Tiled terrains (mixed occasionally with smaller swaths of photoreal) should be possibly derived from the colors and shapes of that large 100% true to life coverage in L3 and L4 to minimize sudden transitions when coming lower.With some experimentation, I believe it can be done.
I do not have any recipe how to make it look good and 100% foolproof from close ups. I honestly do not think there is any….
I agree to “disagree” my friend……
Original Falcon Texture on the Objective “Feature” i.e.
Demers 9m(best I can do ATM) PR tile:
So you see, it is somewhat possible to do.
I think,could be wrong??, that the rendering code cause’s the Gaussien blur.Not sure??
But,a few “Tricks” in PS and we get something acceptable at 9m. Seems the blur is caused by the AC Model as the image “Outside it’s Box” exactly to the right and behind of the AC is rendered correctly…Weird Huh???
Go figure……Dave
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Dave ,
sharpness of the terrain the way I know is the function of number of pixels xy of the terrain tile in relation to area those pixels are supposed to cover.For one tile 1kmx1km 1024x1024 texture renders roughly in 1 pixel per 1 meter. 512x512 is 0.5. All that is rather blurry specially when compared to (sitting on that texture) models and objects which are much smaller and yet they are being textured with nearly same, if not larger in size textures. Take a texture of the plane - roughly 1024 pixels would need to cover 15 m (lenght of F16)give or take and depending of configuration of texture mapping. So the ratio and resulting resolution here is nearly 68x higher.
If you have other “tricks” here then I am all ears……
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:razz:Jeeeeezusss……maybe some stronger medication needed:razz:
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This is absolutely FANTASTIC. Can’t wait to bomb it.
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Dave ,
sharpness of the terrain the way I know is the function of number of pixels xy of the terrain tile in relation to area those pixels are supposed to cover.For one tile 1kmx1km 1024x1024 texture renders roughly in 1 pixel per 1 meter. 512x512 is 0.5. All that is rather blurry specially when compared to (sitting on that texture) models and objects which are much smaller and yet they are being textured with nearly same, if not larger in size textures. Take a texture of the plane - roughly 1024 pixels would need to cover 15 m (lenght of F16)give or take and depending of configuration of texture mapping. So the ratio and resulting resolution here is nearly 68x higher.
If you have other “tricks” here then I am all ears……
'Kay,all ears.I thought we had discussed this via PM???Maybe not…:(
But for Y’all,this is how I am getting around it,so to say.
Because Guam has only 5 Land Airbase’s and under 1200 Individual PR Tile’s.I have the “luxury” of doing this with the 12 or so AB Tile’s per base.Now mind you, the image size used, 4096x4096 @ 535 ppi are HUGE byte wise on your HDD, >10,000 KB’s…LOL. But they are only rendered\listed once.So Guam can “afford” this when it comes to FPS.
Don’t think this approach would work with a Korea sized Theater i.e. 20+ Air Bases.demer
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Yes, I can see the problem….But, this approach can work really well in smaller theaters like Guam and the new Fallon Nevada theater, where you only need 2 or 3 air bases, for smaller scale TE’s and / or training scenarios, even mini campaigns. Nice manageable number of objectives etc and it means the thing wont be taking 2 years to complete. its not always necessary to have a massive country with thousands of objectives and 50 airbases…Personally, in my Korea campaign, I always seem to fly within the same 200 mile area, never get down the south, never go right up north…I think this is definitely a great avenue of development. cant wait to see the finished results! Well done.
Cheers, Mark
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'Kay,all ears.I thought we had discussed this via PM???Maybe not…:(
But for Y’all,this is how I am getting around it,so to say.
Because Guam has only 5 Land Airbase’s and under 1200 Individual PR Tile’s.I have the “luxury” of doing this with the 12 or so AB Tile’s per base.Now mind you, the image size used, 4096x4096 @ 535 ppi are HUGE byte wise on your HDD, >10,000 KB’s…LOL. But they are only rendered\listed once.So Guam can “afford” this when it comes to FPS.
Don’t think this approach would work with a Korea sized Theater i.e. 20+ Air Bases.demer
wow Demer fantastic job
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Looks great and I look forward to fly over Guam. I also look forward to do the same over Balkans.
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Looks great and I look forward to fly over Guam. I also look forward to do the same over Balkans.
Seems Fighting Falcon is on it for Balkans……But be careful M8’s…Don’t “Spend” all your budget at once.
demer
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Demer haha, good job :)))
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Find the 5 errors in the right pic?
Cheers,
LS -
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These screenshots look really photo-realistic, amazing, but I want to know whether it will be a relief as in real life? For example - islands form, mountain or valley location will they corresponds to the reality?
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Fighting Falcon …can we meet on teamspeak?
IP: ts10.bargainvoice.com:7050 - no pass (TS3)
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