I'll try to answer:
@ dFrog: making a mod is much easier and less time-consuming than a properly built model. You mention the Hurricane IId. If you check the Vokes filter on the modded model, you'll recognize that it is just the mesh of the Spitfire Vc copied there, IIRC with no LODs at all.
As already said, there are few 3d modellers within DT, they (we all) work for free in the spare time so we would like to retain the freedom to choose what to model. A help from the community would be more modellers willing to work under specs. The few that decided so are doing an outstanding job!
@ Juri: yes, there are some specs also for maps. I'm not an expert so Caspar can be more precise. Anyway, here are some tips:
Generic:
- maps representing WW2 scenario or pre-WW2 conflicts are welcomed. However, regions under 1C veto are not allowed. These are currently the English Channel, the MTO and Korea; Situation could change in the future but is is hard to say at the moment;
- Map should be 1:1 scale and possibly not too large;
- Size should depend on object count. For comparison, take Solomons map as an extreme limit;
- Maps with reduce scale are ok if distances involved are too large;
- Rivers should be at sea level. Isolated lakes can be at higher altitude;
Objects:
- custom objects should be made under specs, both polycount and texture-wise;
- Objects coming from other games are not allowed;
- Re-textured objects with binary meshes are not allowed;
1.Textures:
1.1. File format should be standardized, (large TGB, smaller TGA, add bump and tree sub-textures for each main texture)
1.2. Roads, hedgerows and other similar and prominent terrain features of the textures should be tile-able between different textures. Would be even better, if painted roads will (sat least partially) fit into map road grid.
1.3. If RL photo was used to create texture, any buildings and other anthropogenic features, except roads, should be removed from the texture (a blurred "shadows", where buildings are supposed to be may be left only).
1.4. Last, but not least: all textures within one map should be in relatively same color gamma. Bump maps from different textures should also be unified (without large difference in contranst between different files).
2. Texture placement on the map:
2.1. Textures with noticeable structure (like fields, for instance), which produce pattern effect should NOT be placed alone. Instead a random mix of 2-4 similar, but different textures, which has tile-able edges should be used.
2.2. Rivers MUST have an underlying textures along whole it's length.
2.3. Textures and objects should be placed in realistic manner, resembling real life. Like: no fields on steep slopes; fields are usually separated from rivers/sea with a grassy or forested area; hill tops use brighter textures (due to fewer water supply) and so on.
3. Other stuff:
3.1. Far map texture should be produced after final texture placement.
3.2. Preferably that user map images would be made in standard IL-2 manner.