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-   -   Channel Map Comparisons (http://forum.fulqrumpublishing.com/showthread.php?t=36692)

bongodriver 01-02-2013 11:33 PM

Quote:

Originally Posted by philip.ed (Post 491424)
Bongo, zip it up.

Why do you feel the need to constantly attack other members when unprovoked? You just made yourself look like a complete fool, and your naivety on the reasoning behind the implementation for Sweet-FX in RoF is astounding.

As Furbs said, it isn't to remedy a failure in the nature of RoF-proper, but rather to 'improve' the artistic/aesthetic appearance of the game, whereas the main use for CloD is to inject some form of AA (which, let's be honest, is a total failure in the game).

Those are the facts. Either deal with them, or continue sounding like a spoilt little brat who lost his favourite toy.

Oh god here we go, the gang is kicking off again, not enough brain power individually so the reincforcements get called in.

Ribbs67 01-03-2013 12:10 AM

Dude...you walked up behind him and virtually sucker punched him.. not sure why you felt the need to call him out like that. Everyone realizes you both have had your differences in the past..let it go.. there is no fight if no one throws a first punch! Very frustrating bro..very frustrating....:mad:

Skoshi Tiger 01-03-2013 12:55 AM

Thanks for the intel guys.


Quote:

Originally Posted by furbs (Post 491417)
ROF doesn't have LOD's it renders the full high detail LOD at any distance, it also keeps the markings.

That must just be for aircraft? Other objects like buildings have LOD's or so it tells us in the "Buildings and blocks SDK" documents.

Quote:

4. Maximum number of polygons for LOD 0 = 3000, LOD 1 = 1500, LOD 2 = 750 and so on.

arthursmedley 01-03-2013 12:59 AM

Quote:

Originally Posted by Skoshi Tiger (Post 491411)
Just a quick OT question. Why does Jason over at 777 promotes this sweatfx untility rather than fixing the problem in the Sim? Or is there issues with the utility? Are the changes just subjective or is there a performance hit?

Hello Skoshi. I'm pretty sure that Jason "promotes" SweetFX for RoF as it gives users more graphic options. I think it's called having enthusiasm for your product. Not sure what "problem" it fixes. It's a post-processing effect that can be used on all games that use DX. In RoF it has a Lumasharpening tool that really helps to bring out textures in the game as well as enhancing colours.

I first came across it for CLoD where it works wonders for me. Alters that yellow haze across everything and adds FXAA which really helps the visuals.
There is minimal, if any framerate hit on my fairly puny system when using it in both games.

arthursmedley 01-03-2013 01:05 AM

Quote:

Originally Posted by Skoshi Tiger (Post 491433)
Thanks for the intel guys.

That must just be for aircraft? Other objects have LOD's or so it tells us in the "Buildings and blocks SDK" documents.

Hmmm.........no I don't think so. Ground objects, buildings, bridges, vehicles zoom in beautifully in RoF. I don't know how it works but it works very well.

Not sure if view distance has any relationship to the relatively small amount of moving objects that can be placed on the RoF maps either.

Skoshi Tiger 01-03-2013 04:41 AM

Quote:

Originally Posted by arthursmedley (Post 491435)
Hmmm.........no I don't think so. Ground objects, buildings, bridges, vehicles zoom in beautifully in RoF. I don't know how it works but it works very well.

Not sure if view distance has any relationship to the relatively small amount of moving objects that can be placed on the RoF maps either.

Please goto the Rise of Flight forum, and download the documentation. It talks about the limitation for levels of detail for user made buildings. Do you think the documentation is in error?

They also talk about limitaions of object numbers!

http://riseofflight.com/Forum/viewtopic.php?t=31847

Cheers!

furbs 01-03-2013 05:03 AM

I was talking about how ROF renders aircraft at mid and long distance, maybe my terminology is wrong but it seems there is no drop in detail to low LOD's at distance.
This allows for easy target ID at range and also helps with immersion for me.

Skoshi Tiger 01-03-2013 05:43 AM

Quote:

Originally Posted by furbs (Post 491448)
I was talking about how ROF renders aircraft at mid and long distance, maybe my terminology is wrong but it seems there is no drop in detail to low LOD's at distance.
This allows for easy target ID at range and also helps with immersion for me.

No Problems there, thats what I thought you meant.

Cheers!

arthursmedley 01-03-2013 08:21 AM

Quote:

Originally Posted by Skoshi Tiger (Post 491444)
Please goto the Rise of Flight forum, and download the documentation. It talks about the limitation for levels of detail for user made buildings. Do you think the documentation is in error?

They also talk about limitaions of object numbers!

http://riseofflight.com/Forum/viewtopic.php?t=31847

Cheers!

Skoshi your talking about different things. Does RoF have lods? Yes. Objects, including aircraft, all seem to work the same way. Does how they appear when you view them have an influence on the amount you can place on maps? No, I don't think so. There's other factors at work.

Skoshi Tiger 01-03-2013 09:02 AM

Quote:

Originally Posted by arthursmedley (Post 491454)
Skoshi your talking about different things. Does RoF have lods? Yes. Objects, including aircraft, all seem to work the same way. Does how they appear when you view them have an influence on the amount you can place on maps? No, I don't think so. There's other factors at work.

Must be, because I am talking about LODs - "Levels of details" for 3d Models ingame, to be particular the buildings and blocks objects.

In that same document they talk about 'rules' making these objects and for placing building and block objects in maps for mission building.

Quote:

4. Maximum number of polygons for LOD 0 = 3000, LOD 1 = 1500, LOD 2 = 750 and so on.
......
11. Maximum number of different blocks simultaneously visible (about 5km around the camera/player) is 15. At the same time each block may be copied about 15-20 times inside visible range. Low poly blocks may have even more copies.
It's quite an interesting read.

I was going to play around with the SDK and make some 3d models but the tools supplied with the SDK only work for 3Dstudio Max 8 and I've got the 2013 edition of the software and the plugin's don't seam to work with it. Pitty!

arthursmedley 01-03-2013 09:30 AM

Yes, I've heard about the 3D Max version required. Seems daft not to have upgraded the tools to work with the latest versions but the reality for a small studio like this is time = money!

Have a skim through this thread but there are others about making buildings too.

http://riseofflight.com/Forum/viewto...?f=278&t=32116

Posts by Vander, Ankor and DiFis are the ones to read. These are the guys making the running with 3D objects at the moment. You've got the game haven't you Skoshi?
Have a look at this fantastic 3rd. party map.

http://riseofflight.com/Forum/viewtopic.php?t=34283

Download and use the self-installer.

Skoshi Tiger 01-03-2013 09:55 AM

Quote:

Originally Posted by arthursmedley (Post 491460)
You've got the game haven't you Skoshi?

Yes, I pre-ordered before it was released and have collected about 8 of the planes.

nacy 01-03-2013 04:41 PM

1 Attachment(s)
Quote:

Originally Posted by ElAurens (Post 490179)
Ok, here is an area where CloD's and IL2/46's water is far far better.

Reflections.

The water in RoF looks like it's liquid metal in game. And note that the reflections are transmitted under the hull, there is no reflection of the lower wing or the hull itself.

http://img838.imageshack.us/img838/7...eflections.jpg

(ElAurens 12h00) (Nacy 18h00)

jamesdietz 01-04-2013 04:33 PM

See for some of my screenshots of new RoF map & Felixstowe:
http://forum.1cpublishing.eu/showthr...=36503&page=11

Skoshi Tiger 01-07-2013 03:35 AM

real life

http://www.youtube.com/watch?v=4M2ZcFKNwMI

Cliffs of dover

http://www.youtube.com/watch?v=3EQFY...=youtube_gdata


Rise of flight

http://www.youtube.com/watch?v=dZ3bf...=youtube_gdata

Ribbs67 01-07-2013 03:59 AM

I was looking at the after pic of the channel map that FeatheredIV put up.. I like How you can see the bottom of the channel.. even tho it might not be historically correct. Would make a neat feature on any pacific style map. Also.. can the Subs submerge and surface.. since the water is 3d?

Skoshi Tiger 01-07-2013 11:38 AM

We saw development shots for CoD that had the underwater details for ships visible as well. Pity it never made it into production.

arthursmedley 01-07-2013 12:14 PM

Quote:

Originally Posted by Ribbs67 (Post 492303)
Also.. can the Subs submerge and surface.. since the water is 3d?

Yes they do.

Ribbs67 01-07-2013 01:32 PM

Quote:

Originally Posted by arthursmedley (Post 492347)
Yes they do.

Perfect.. yeah I remember that being in development.. it is a shame it didn't make it in!

Plt Off JRB Meaker 01-07-2013 02:18 PM

Wow....love the model flying over the cliffs of Dover Skoshi,that is special,thanks for sharing.

JG52Krupi 01-07-2013 04:06 PM

Really shows just how bad the cliffs in ROF are in terms of geometry :|

I hope they sort the cliffs and the sea out in ROF, Plus there are some areas where the collision detection of the cliffs is way off!


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