Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > Pilot's Lounge

Pilot's Lounge Members meetup

Reply
 
Thread Tools Display Modes
  #1  
Old 02-14-2012, 05:06 PM
csThor csThor is offline
Approved Member
 
Join Date: Oct 2007
Location: somewhere in Germany
Posts: 1,213
Default

Because 3D stuff needs to be modeled, a plain interface with just graphics can be reused with new gfx for another theater. This is a lot quicker than having another render for each object, especially when the series is planned to cover a lot of area and time.
Reply With Quote
  #2  
Old 02-14-2012, 05:28 PM
Buchon Buchon is offline
Approved Member
 
Join Date: Apr 2011
Posts: 437
Default

Quote:
Originally Posted by csThor View Post
Because 3D stuff needs to be modeled, a plain interface with just graphics can be reused with new gfx for another theater. This is a lot quicker than having another render for each object, especially when the series is planned to cover a lot of area and time.
You can set the plane load screen in a map location for example.

I did not said that is easy but very a complex work as also important, interface design is not easy task and in this type of simulators is a unexplored terrain.
Reply With Quote
  #3  
Old 02-15-2012, 05:21 AM
csThor csThor is offline
Approved Member
 
Join Date: Oct 2007
Location: somewhere in Germany
Posts: 1,213
Default

Quote:
Originally Posted by Buchon View Post
You can set the plane load screen in a map location for example.

I did not said that is easy but very a complex work as also important, interface design is not easy task and in this type of simulators is a unexplored terrain.
We, a part of the german community that is, have had this discussion with Maddox Games two or three years back when we were asked for opinions on what a decent interface should contain and look like (old connections ). Simply put one of the major arguments against that "oooh!aaaah!" type of fully rendered interface was the amount of work needed to create for each and every release (specific to the theme to boot). In the end we had the idea of having one unique camera point per airfield and add some high poly objects such as a map stand, camo net etc in the foreground while the game's vehicles and aircraft were used to populate the background. But even that idea came to naught.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:33 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.