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-   -   Friday 2010-11-12 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=17298)

major_setback 11-13-2010 10:46 AM

Quote:

Originally Posted by Oleg Maddox (Post 197981)
Its a copy of one real airfield in UK.
When I saw it first time I also tol guys that they put by the wrong way hangars. But then they open the book and show me the real thing. The position of hagars of this airfield is exactly like it was in reality in 1939-40

OK. Thanks!

Felix K 11-13-2010 11:05 AM

Mr Maddox, could I ask a question about the 6DoF view in SoW? :mrgreen:

Can all of the 7 axes (all the 6DOF axes and the FOV axis) be controlled via the joystick's analog axes (such as the the pitch and roll axes)? Of course, not necessarily controlled simultaneously.

Hope my question is clear:-).

~

Hecke 11-13-2010 11:07 AM

Quote:

Originally Posted by Freycinet (Post 197972)
What about just shutting up now? Really really just shut up instead of posting your inane BS.

your baby English

uneducated teenager

embarrassing yourself and everybody else

You really have no shame.


Thank you for these kind words. Normally, people get banned for insults like that.

Oleg Maddox 11-13-2010 11:15 AM

Quote:

Originally Posted by Hecke (Post 197961)
One thing that popped to my mind when watching the spitfire flying over the city were the in-popping trees and their ruggedly change of LOD.
What about using tesselation instead of different LOD here to make them change their detail smoothly.

Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.

I may say that probably in future we will use this method for the objects like humans and wheels. But probably not in release.

Oleg Maddox 11-13-2010 11:18 AM

Quote:

Originally Posted by Felix K (Post 197988)
Mr Maddox, could I ask a question about the 6DoF view in SoW? :mrgreen:

Can all of the 7 axes (all the 6DOF axes and the FOV axis) be controlled via the joystick's analog axes (such as the the pitch and roll axes)? Of course, not necessarily controlled simultaneously.

Hope my question is clear:-).

~

Can

Hecke 11-13-2010 11:18 AM

Quote:

Originally Posted by Oleg Maddox (Post 197992)
Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.

Thx, I now understand your point.

philip.ed 11-13-2010 11:19 AM

Oleg, what was your motivation to model the Battle of Britain over a 'forgotten-battle'? Was it due to interest? Or because you didn't model this conflict in Il-2?

Freycinet 11-13-2010 11:25 AM

Quote:

Originally Posted by philip.ed (Post 197996)
Oleg, what was your motivation to model the Battle of Britain over a 'forgotten-battle'? Was it due to interest? Or because you didn't model this conflict in Il-2?

Yes, why don't we ask him to spend an afternoon on entertaining you...?

Dano 11-13-2010 11:30 AM

Quote:

Originally Posted by Freycinet (Post 197998)
Yes, why don't we ask him to spend an afternoon on entertaining you...?

Alternatively you could trust Oleg to answer questions as he sees fit... it's not like he has to answer. As it is I'd be quite interested in Oleg's response too :)

Felix K 11-13-2010 11:33 AM

Quote:

Originally Posted by Oleg Maddox (Post 197994)
Can

Oh, wonderful! And thank you so much for your reply!:grin:


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