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-   -   Daidalos Team's Room -QUESTIONS AND REQUESTS ONLY - For 4.11 (http://forum.fulqrumpublishing.com/showthread.php?t=18260)

Tolwyn 10-13-2011 08:44 PM

I don't have a PC like that, so I'd be against killing the original system requirements.

Quote:

Originally Posted by Sita (Post 348087)
many ModMakers are asking, why DT keep working under that old 1C MG standarts?
they told that performance of current grafik cards, with 1 gigabyte and higher, will enough for work with models, which exceeded poly count of older standarts, or they can handle with texture bigger then 256 or 512... or complects textures which higher than 8 mb...

EJGr.Ost_Caspar, you know that we are working in rights direction... and trying to fit into the requirements
and we like, that our work looks not bad for today and In this case we fit into the limits


just curious...

(p.s. sorry for my bad english)


Tolwyn 10-13-2011 08:44 PM

Mistel
 
Is there any chance to take a look at the FM of the FW190 part of the Mistel? Also, to make the mistel flyable by AI planes??

Pursuivant 10-13-2011 10:54 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 348064)
There is. Since the kind of modding is, that you have everything in an open structure, you will just to download the mods, open the packages and see, how many mesh files there are or how big the texture are.

So, what's a good number?

When downloading 3d files in other formats and playing around with 3d stuff on my own, it seems like ~1 M is about right for just a reasonably detailed vehicle model. Perhaps double that for textures and animation info. Is that too much?


Quote:

Originally Posted by EJGr.Ost_Caspar (Post 348064)
The "IL2 Bible" is indeed still actual, if it comes to modeling for 1CMaddox standard (which is also DTs standard).

Could be updated to better explain:

1) Limitations of NG agreements and restrictions of 1C contract.
2) How to produce ground objects. (There is a mod guide to doing this, which is decent.)
3) How to produce ships (AFAIK, there's no guide for that).
4) How to produce maps. (There are some good mod guides, but it would be nice to have an official explanation.)

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 348064)
Higher standards or technologies are just good to help poorly skilled modeling freshmen.

Removing every extraneous vertex you can is just good modeling practice.

But, since you mention it, I think there are some modeling tools which weren't available in 2003. A revised IL2 Modeling Bible could explain which modern techniques aren't acceptable. (For example, sub-surface smoothing modifiers can make a model look really good, but they also vastly increase the number of polygons.)

Tempest123 10-14-2011 01:32 AM

1 Attachment(s)
small request, the grass runways are impossible to see in summer and winter, and given the pop-up in textures at short distances and the penalties for landing off-grass in IL2 makes it that much harder.
Can the textures be "browned up" a bit, to simulate mud/dirt and make finding it easier?

attached pic, but you all know what I mean, the aerodrome is right in front of the plane.

Lagarto 10-15-2011 03:35 PM

Could you possibly introduce a new type of ground object in form of large patches of desert shrub (and I do mean large) so that we can cover with them at least parts of the "Sand of Time" desert map (the only desert map integrated into the DGen so far) to make it look more like Tunisia?
Also, we could do with some new British and French vehicles/armor (also the so-called supply columns); as for now, it's tough to make a decent-looking 1940 western front campaign when all allied vehicles are either Russian or American.

EJGr.Ost_Caspar 10-17-2011 02:47 PM

@Pursuivant:

For the better connectivity and infos, I added our eMail adress and the link to the modeling bible to my signature. You will find everything you need there!

It doesn't need to be explained everywhere else, especially not here, where it get lost imidiatly after a few further postings.

Pursuivant 10-17-2011 05:16 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 350178)
For the better connectivity and infos, I added our eMail adress and the link to the modeling bible to my signature. You will find everything you need there!

A small, but much-needed addition. Thanks!

ADorante 10-17-2011 06:00 PM

Quote:

Originally Posted by Tempest123 (Post 348934)
small request, the grass runways are impossible to see in summer and winter, and given the pop-up in textures at short distances and the penalties for landing off-grass in IL2 makes it that much harder.
Can the textures be "browned up" a bit, to simulate mud/dirt and make finding it easier?

attached pic, but you all know what I mean, the aerodrome is right in front of the plane.

I second this!!! Or any other measure that has a higher contrasting effect between landing strip and surrounding texture as a result.

DK-nme 10-17-2011 06:53 PM

How about including the P-51 A's from the SAS site? Or the P-61 from same site?


DK-nme

ElAurens 10-17-2011 09:45 PM

The P-61 "Black Widow" was made by Northrop, hence it will never be in an official release.

I second the addition of the P 51 A, however.


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