![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
......and yours is? No i wont say it.
|
|
#2
|
|||
|
|||
|
Go on? What is mine?
You and your constant moaning... It's easy to be negative. |
|
#3
|
|||
|
|||
|
"I always hate it when the quality isn't consistent throughout..."
Like for instance the ultra-sharp houses floating over low-quality ground textures ? "On the other hand polygon crunching isn't such a big deal anymore..." Yes, today, you can design a very nice cow, with few polys, BUT with a very high texture baked back from a very detailed model (with softwares like Zbrush, Mudbox, Mari or 3dCoat). I still wonder why these softs have not been used for the ground textures ? |
|
#4
|
|||
|
|||
|
Quote:
Quote:
But that's not really my point - what I'm saying is, polygon count is not really the problem (for rendering ground personnel or traffic), so using "sprites" is not the solution. Such objects will not eat a current GPU:
|
|
#5
|
||||
|
||||
|
What the Kraken says, basically. As long as these personnel have no real AI to speak of, it shouldn't be tooooo-tooo taxing, but as far as I'm concerned it'd be a nice extra and nothing more as a release feature. This game is about flying historical air combat missions, not RAF Fighter Station Simulator 1940.
|
|
#6
|
||||
|
||||
|
Quote:
It's not a show stopper but in IL-2 back in 2001 we had ground gunners and drivers, if convoi was attacked they jumped out. Must be said that those figures were low polygon. |
|
#7
|
||||
|
||||
|
Today (political correctness) such features are the best way to a 18+ rating!
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
|
#8
|
|||
|
|||
|
|
|
#9
|
|||
|
|||
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|