Guam Beta Release
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While I am still on Falcon vacation there is still some work going on. (When I have the time)
Mostly Carrier OPs and models ATM
So……Here is something to think about when it comes to the “moving” airbase’s and poly count\FPS.
The current CODE seems to treat the Carrier groups as a separate “Entity” that is an Objective AND has “Moving” features on it.
Pretty kewl when you go outside the Falcon box and think 'bout it….;) (Don’t know who did that little bit of C++ work, but kudo’s to U)
That being stated I went inside the box (gag…cough,cough…LOL) and looked at stock Kunsan ABase and it’s 253 “features”. If I do some dirty math i.e. 4K max (BMS) for feature models I come up with >1million triangles on that objective with its features, but it is actually closer to 212,000 triangles (I did not include EVERY damn Taxi Sign…LOL)
So I concluded that I could SPEND a few hundred thousand on the Carrier feature on the objectives. FPS proves I was correct…see pic’s…;)As well, I have been refining the PHD\PT data to “stick\spawn” us on the catapult 99 and 44\100% of the time.
Here is a link to the unedited video:
http://www.adrive.com/public/5vur2m/Carrier%20Ops.mp4
I am giving this video as is, just to prove to the A.s’s that I did not edit it. Three X’s spawned, 3 take off’s. I have had better, as of late i.e. 24 out of 25 attempts w\o exiting Sim……;)Retards,
demer
(A’hmmm…that’s REGARD’s not retard’s…ROTFLMAO!!!..sorry!) -
:eek:
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Moving a little further outside the stable “Box”……
This is a 1 ship TE with 2 flights off the deck. First “Joe Pilot” off the side shot……teeheee…then AI 45 seconds TO time later off the bow CAT.
We can see this almost ends up in a “CATastrophic” situation as the dumb AI (I’m not in his flight) almost cannot figure out I’m in front of him. He turns at the last moment to avoid……LOL!!!DO NOT expect this type of gameplay any time soon.
This is just me thinking “Outside the Box” and hacking at what could be……cause…I can.Cheers’
demer
(Just a muse…Maybe if we manually changed the steer points a bit in TE it might work, but in Campaign……don’t think so.) -
Very nice Dave, very impressive. You just made me a really happy camper:D
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Haha, hey Dave watch your as@… :mrgreen:
Good work there, take a break now. We don’t want a “dead” mother Dave :p.
Stay sharp man and thank you very much for your support, and i don’t mean only personally!
Nikos. -
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Haha, hey Dave watch your as@… :mrgreen:
Good work there, take a break now. We don’t want a “dead” mother Dave :p.
Stay sharp man and thank you very much for your support, and i don’t mean only personally!
Nikos.u can read this?
HAHA Nikos……damn mirrors in the F18 pit don’t work…LOL!!!
Yes, Arty I can read between the line’s……the “sprites” on deck are discussing Guam Beta release.
NOT B4 BMS 4.33…for this type of Modelling…then, maybe not after…I’m as clueless as U…;)
BUT I have toned down the carrier features a bit as far as TRI’s, on the CSG objectives in the last 16hrs free time and have seen a large improvement in FPS\Load times.I MAY say that’s enuff done and go for a release now. Then again I keep hearing from my GE buddy’s that we have better imagery coming for the terrain “Next Month”……I am beginning to believe that those Peep’s are on Falcon time…LMAO!!!Cheers,
demer -
Seeing as I am unable to model a Perry class Frigate (I’ve tried…sigh) it will be replaced in Guam as such:
Though it does not have PCIWS or Radar, it does have 32 Cannons.
As well, the other Units in the CSG have to wait a day or two for it to catch up movement wise. This explains to me why they kept going in circles……LOL!!!
COMMS in game will be accomplished by Flagging and Homing Pigeons.I HOPE the BMS Boyz’ will accommodate this slight CODE change in 4.33……:mrgreen:
:rofl:
demer(Note that DX is drawing\rendering ALL the rigging and still maintaining decent FPS…Hmmmm???..I’m impressed somewhat Ya’ Vermin)
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Rolling Stones, Aerosmith, Guns & Roses, heck! even the Beatles and the KING … you survive them all, don´t you :=)
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@A.S:
Rolling Stones, Aerosmith, Guns & Roses, heck! even the Beatles and the KING … you survive them all, don´t you :=)
Comes with age……and some baggage
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So……we now have CSG11 with DESRON23 @> 30FPS…
The “Black” boats are the DDG Group assigned to CSG11 Nimitz……heheheh. The “White” boats are CSG11 (Nimitz)…( I did it this way cause I’m getting old…LOL)
Now mind our manners here, I-Hawk and WaveyDave.
None of the Models here, outside of the F18 are textured. I have done the “Boat’s” with MatLab only. Black will turn Greyish…etc. in a while.
Awhile…………getting more RLAgain, just another POC……This entire “Scene” is less than 200k TRI’s_(now down to 125k TRI’s…Target for me is <100K)_. For an OBJective thats pretty good.
“GET IT”???
tired,
demer -
Please watch the Vid first and keep in mind that Bandicam cuts the reported FPS by almost half:
Sooo…this is what has been done: the FFG has been converted from Armysouls .skp. I turned it to poly and corrected some 2sided faces. I then exported it as PType2 only. The Nimitz .skp, again Armysouls work, was normalized to PType5. The idea for a solid poly was to enhance the LOD in game ala dxm. BUT…the “weight” of the PType5 drags FPS down. We can see in the Vid that once the Parsys (the steam from the Cats) has timed out and we only have the two ships rendered, FPS jumps. As well, if we only have the FFG in view FPS almosts doubles…;)
My POV…current DX in 4.32 does not have a problem rendering in game Model’s without textures. Build the material in and it will render.
Lightens the amount of texture’s to load. The LOD between PType5 and PType2 in game is negligible, but the FPS gain is worth it IMHO.Just some random thoughts whilst I await 4.x…LOL!!!
regards,
demer -
My POV……current DX in 4.32 does not have a problem rendering in game Model’s without textures. Build the material in and it will render.
Lightens the amount of texture’s to load. The LOD between PType5 and PType2 in game is negligible, but the FPS gain is worth it IMHO.hmmm?
Could you elaborate more on this?
U create a model. u assign materials unknown to falcon engine, u don’t create texture or uv’s in 3ds, u export the model and it shows in bms as it is in 3ds max?
U use just colors on surfaces? so u must divide all surfaces to assign materials for each?
???
this could be very useful but I need more Input… -
hmmm?
Could you elaborate more on this?
U create a model. u assign materials unknown to falcon engine, u don’t create texture or uv’s in 3ds, u export the model and it shows in bms as it is in 3ds max?
U use just colors on surfaces? so u must divide all surfaces to assign materials for each?
???
this could be very useful but I need more Input…NO……!!!
Not quite done with the Proof of Concept yet.
BUT, Pretty damn close…;)Regards,
eccentric demer (Thanks Ted…my new handle…LOL!!)Once I am happy I will post a TUT……fair enuff’ ???
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Regards,
eccentric demer (Thanks Ted……my new handle…LOL!!)To make the record straight here- this characterization, if you perhaps kindly care to note, was not by me, but someone who wrote to me PM with Guam terrain textures related query. . Therefore, I think, I do not deserve any credit or thanking here.
None less your magnanimous sense of humor is to be appreciated.:headb: -
The LOD between PType5 and PType2 in game is negligible, but the FPS gain is worth it IMHO.
So… your point is that “MAYBE” we should use ptype2 instead of Ptype5 for things untextured?
Is there a gain form Ptype9 with a small tex (512 or so) vs Ptype2? Because it looks good, and some models really have little detail and IMHO need no texture at all is it means a gain in fps-
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To make the record straight here- this characterization, if you perhaps kindly care to note, was not by me, but someone who wrote to me PM with Guam terrain textures related query. . Therefore, I think, I do not deserve any credit or thanking here.
None less your magnanimous sense of humor is to be appreciated.:headb:MAGNANIMOUS……thats a Big word my friend…LOL!!!
You sir, deserve every credit you get and some that you have not gotten yet……IMHO.
Sigh,
demer
(Where would they all be without what you started ) -
There is a LOT of Flak ATM over writing in Materials or texturing a Wireframe when it comes to 3D models in FalconBMS and DX9c.
My opinion, if it is a Low Priority model use Material’s to render the model (less stress on the already ~2GB Korea.obj……jeez, no wonder the 1998 tool’s choke…LOL!!!), if it is a High Priority Model …skin the sum’beatch wireframe…LOL!!!
No Skinners will lose their “JOB” this way.
BUT going further…there are many other opportunities to exploit when we use only two pType’s and materials alone in DX.
Examples:Get It???
the Illuminati……LOL!!!
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All,
Demer928 and crew wish to present an updated
Guam Beta release. Incorporated are many new concepts for theater development.This release is an all air to air campaign with the out come determined on
how well you plan and fight an air to air war by weakening your opponents resources by attrition.There are many new features still under development that will be released when they are deemed worthy for the community.
Please enjoy and best of luck,
Vagabonds64
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All,
Demer928 and crew wish to present an updated
Guam Beta release. Incorporated are many new concepts for theater development.This release is an all air to air campaign with the out come determined on
how well you plan and fight an air to air war by weakening your opponents resources by attrition.There are many new features still under development that will be released when they are deemed worthy for the community.
Please enjoy and best of luck,
Vagabonds64
Great Michael my friend, it was just the time for a release.
And i was press the “mother” for that a lot, damn… :mrgreen:
Thanks to all the Gents that involved!
Nikos.