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Ordnance Updates
This thread will contain all updates of my ordnance mods to optimize them to be in line with DT requirements and their future inclusion in 4.13. Hopefully we will be able to introduce some new loadouts, as well.
LOD_0 polycount: NEW STANDARD 1. Smaller bombs/rockets (below 200kg) - up to 300 triangles. 2. Medium bombs/rockets (between 200 and 1000kg) - up to 400 triangles 3. Larger bombs (1000kg and larger), torpedoes, guided bombs, etc. - up to 600 triangles. COMMENTS AND LINKS TO SOURCE MATERIAL ARE WELCOME. |
Japanese Ordnance
http://i205.photobucket.com/albums/b...er_pub-8-1.jpg
List of Navy bombs to come except for one of the No.80s. http://upload.wikimedia.org/wikipedi...mbs-DE.svg.png Type 97 No.6 - Land bomb (HE) ~60kg Type 99 No.6 - Standard bomb (AP) ~60kg Type 99 No.25 Mod.1 - Standard bomb (HE) ~ 250kg Please note that they are yet without fuze and the skins are WIP. http://i205.photobucket.com/albums/b...er_pub_1-1.jpg |
US ordnance
-reserved-
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German ordnance
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British ordnance
General Purpose (GP)
250 lbs., 500 lbs., 1,000 lbs. Medium Capacity (MC) 250 lbs., 500 lbs., 1,000 lbs. Armour Piercing (AP) 2,000 lbs AP Incendiary Bombs (IB) 250 lbs IB, 500 lbs IB |
Soviet ordnance
-reserved-
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Minor nations ordnance
-reserved-
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Good to see, and I will be looking forward to it. Nice work so far.
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Looks very good! With impatience I will wait for news!
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Hi Zorin
What about flare and smoke ordnance? For example German LC 50, soviet SAB-50-28 and so on? This would be great addition for night missions SAB-50-28 (1941) http://www.russianarms.ru/forum/inde...h=126660;image LC 50 http://bodenplatte-45.narod.ru/lc50.jpg |
Can you make a proper 1000lbs bomb for brits ? So the Tempest can get rid of american, please ?
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dFrog, there will be plenty of British bombs, fear not. |
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Hi Zorin,
Until will be any bomb/torpedo done with all things (4 lods with 32bit texture 256*256 resolution) try send max file with PSD on DT mail for revision. If will be ok, can be object released in next update. Keep low-poly standard. Use alpha-channel for save polys where will be need. mag |
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Question for the community, would you like the bombs to be wearing a skin appropriate for the year and theatre set by the scenario you play?
For example some German bombs would start out being darkgrey to become greengrey, as well as being lightblue if being used in North Africa. |
If its not to time consuming and your willing to do it that would be great. :)
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How would the skins be determined? Tied to the map, or increasing the list of ordinance with each skin version?
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So, this may be a partial answer to your question. Aviar |
Stupid Question. Will the British ordinance include the Grand Slam/Tallboy bombs?
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Anyone Want A Cookie?
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On the other hand, this may not be the best idea I have ever had... I have no desire to simulate firestorms and destruction of residential areas. It is not clear to me that this weapon had any tactical applications; my apologies to all. http://en.wikipedia.org/wiki/Blockbuster_bomb |
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Only able to be carried by the B.Mk 1 (Special) variant of the Lancaster. The bomb would not fit on a regular Mark I-III versions of the Lancaster. Only the special variant with modifications to fit the bomb. I imagine if we did get a Lancaster that we could potentially have the special version. |
Final torpedo mesh to be found on first page. Files will be sent to TD shortly.
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Looks good. Very thorough!
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I also added the last type Cruciform (braced) to the first page. |
Hopefully we will be able to introduce some new loadouts,
http://www.rdox.info/01.jpghttp://www.rdox.info/02.jpghttp://www.rdox.info/8.jpghttp://www.rdox.info/04.jpg |
Looking great Zorin.
Finally the IJN bombs will get updated as well. |
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If I can keep this pace and TD will accept my work without objection there can be no reason to not have all IJA and IJN bombs in 4.12 as well. |
Zorin, you have mentioned different skins for bombs depending on time or theatre. Will your japan bombs have two skins ? Army and navy used different colors for bombs.
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Great ! Can't wait...
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Zorin, do you have any good sources for these Japanese armaments? Reason I ask is that I'd love to see the Type 99-1 99-2 and other weapons represented in IL-2 instead of using the nearest German, American, or British equivalent but I've struggled to find any resources anywhere on the details (individual shells, etc.).
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These are descriptions of all projectiles used by the Japanese Army and Navy, though it might be a bti too basic for your needs. |
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First page updated with a list of Navy bombs and the first 60kg bomb rendered. |
Would it be possible to add German and Japanese air-to-air bombs to the game, that were used against Allied bomber formations or is this beyond the scope of the project?
I guess doing the models and textures shouldn't be a problem, but it would also require new effects and changes to the AI. |
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Zorin, your torps look beautiful and the regular updating is most welcome. I wish the map makers working with DT did the same (I mean a separate thread with updates, pics and info).
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again, really good news here...
especially, possibility of smoke bombs (it's can be new type of gameplay) and new flares... and question (sorry, if) - only bombs? what about some rockets, and, maybe, new racks for rockets and bombs? |
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EDIT: First page updated with second 60kg bomb. |
Just so you know, I have to get acknowledgement of receipt and/or approval for the torpedos yet.
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Here is some feedback for you from one of DT modellers
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Alpha channels are just to be avoided as far as I am concerned as they only allow for very crude results on this resolution levels. Quote:
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But I am glad that the community now has a comparison. I will gladly dumb down the meshes, anyway. Anything is better than the standard crap that is in game at the moment. |
Hm... just came to my mind... do you need example models? Or do you have already?
Pls don't take poly limits as something to exhaust at any costs - 500 is a number for comparible complex objects. Every saved polygon is a good polygon. Sorry if we look unsatisfied with the status (LoDs etc.) ... we took it, that the model was finished - at least the one, who wrote the report. |
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Well, I usually take limits as something to guarantee the highest level of detail within, so that a plywood plate actually looks like one and not resembles a sheet of paper, but that is clearly not your approach. Every tail assembly was modelled milimeter accurate and now are just one pixel thick and invisible from a head-on/tail-on view. But that is fine with me, as long as people are aware that that is the way you want things and not the level I could produce. If the eMail reads "...file for the Type 91 torpedos LOD0", why would anyone consider it to be anything more? |
Just one more info on item 7). Save TGA with RLE compression turned OFF. The game can't handle RLE compression.
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We will see, what we can do, regarding the samples.
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1. it mostly won't be noticed by most of the players due to moving angles, limited zoom, cockpit always on, uninterest, unknowlede etc. or whatever 2. its look has to fit with the rest, so it doesn't break the 'visual composition' of the game Both issues suggest the use of compromises between details and saving polys/textures, even if the limits are not reached. Thats part of game development. If the world was perfect, there would exist quite a few more different limits for different objects or it should be defined exclusively for every new project. But its not that way, because its easier as it is ... BUT on the other side it demands some kind of good sense for what is reasonable and what is exaggerated. Quote:
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Therefore, it is strongly recommended to painted a texture exactly into the size, which would be used on the final product. Quote:
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Another reason is that on all other IL-2 models (planes, vehicles, ships) parts, which are thinner, then 30mm or so, are considered as 0-thin. We have to keep general visual detail of all models on approximately the same level. And finally, making those parts 0-thin allows use of alpha channel, which allows to further reduce polygon count. Quote:
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That's approximately the same story, as with polygon limit, as Caspar explained it to you. |
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This leads us straight to an important question: Is there a point to making new types of bombs (HE and AP) for the Japanese (and othernations) or will the bombs stay as simple as they are now and therefor it will make no difference what kind they are? |
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Because, if you have too detailed object in relatively low detailed world, it would make look the whole world unrealistic, the same as if you have low detailed object in the high detailed world, it would make this object unrealistic and out of place. Quote:
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Seems to me that HE and AP variants of Japanese bombs would be welcome additions. Being able to select the type of effect one wants on the target depending on the target would be extremely useful just as it is with German ordinance.
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You also did not nswer the question I actually asked. Is there the will to introduce new bomb types or do you mearly want to see all meshes replaced? Also, I yet have to receive the rebuild torpedo or any other example file... Oh and here is the 60kg bomb with 2 sided material and alpha channel setup. 244 tris. The absolute minimum in quality as far as I am concerned. http://i205.photobucket.com/albums/b...b_2resized.jpg |
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I can see you're very detail-oriented, which is a good quality to have, but don't allow the pursuit of perfection to frazzle your nerves. If you made every bomb to the initial level of quality you've presented, you would absolutely lose it, considering how many types there are. Those high-detail models would fit in nicely into the CloD/BoM engine when the Pacific theatre is covered, so not all is lost. Cheers. |
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Inbox still empty... Certainly not me delaying the progress here. |
DT are not a monolithic organization. It's just a group of enthusiasts like yourself Zorin, that do this in their free time.
They have family, jobs, and real life issues just like everyone else does, and those take first priority. Keep checking your inbox. In my small interactions with them it is my experience that they will get back to you in time. Cheers. |
DT are probably having more than one person look over it. In my experience, the guys at DT may not reply the next day, but they always reply, and with a thorough response. :grin:
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Indeed.
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I think the process could be streamlined a lot if a certain amount of time would be dedicated to "SDK kits" and pdf guides.
Those could be given to interested parties and would limit the interaction with TD members to a minimum, not taking away any of their precious time to answer cetain questions over and over again. |
DT Modelers guide and philosophy v.2012.pdf
:) |
my attempt to do it ...
http://img-fotki.yandex.ru/get/6620/..._55c3d604_XXXL http://img-fotki.yandex.ru/get/6620/...4_a5ed978_XXXL not finished and not perfect .... if interesting, i'll say polycount little bit later |
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yep
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Though I have two questions. 1. Was it ten sided in real life? 2. Why do you use a lower tri model for the shadow mesh? That is like using no shadow mesh at all, IMO, total immersion killer. |
Shadow meshes are always lower quality.
Flares are small, so a 10-sided shape will still look good, especially with smoothing applied. |
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shadow for lod0 is lod01 but painted in black ... shadow for lod01 is lod02 painted in black to ... you cannot see shadow from falling bombs closely ... when it falls down .. its goes too fast ... only in slowMo you can watch more detailed and its really immersion killer |
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With regards to the shadows, I obviously meant the shadows that can be seen while the bombs are attached and the plane is on the ground. |
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tail parh have many detail ...
double sided stabilizer ... and other small things |
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you are welcome)
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Originally bombs and other ordnance didn't use shadow models at all. They were introduced for ordnance by DT. For a small bombs shadows are definitely not necessary, as they hardly will be ever noticed by player.
Shadow model usually is built from LOD+1 or LOD+2 model. All cavities on the shadow model should be covered with polygons, all internal parts removed. Shadow model doesn't require any texture, therefore, alpha channel can not be used on shadow models. The material name for it should start with word "shadow". For example, you may have 2 materials: "shadow1" for 1-sided shadow parts and "shadow2" for 2-sided parts. Obviously, the 2-sided shadow should be used only on 0-thickness parts. On ground object shadow models all polygons, which are parallel to the ground and facing towards it, should be removed (as they won't be ever visible). Building models do not require shadow models. They are generated automatically from building LODs by export tools. |
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Adding a 37mm explosion effect instead would be reasonable, I think. That way, no new effects would have be created.
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