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  #1  
Old 09-23-2012, 12:25 PM
Zorin Zorin is offline
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Originally Posted by SaQSoN View Post
You can add 100 triangles to each figure, if it's absolutely necessary. Also, note, that this numbers are given for 2-sided material usage. Therefore, if you are using doubled polygons for 2-sided surfaces instead of 2-sided material, you can count only one side of such surface.

You may also use 512x512 textures, instead of 256x256, but similar ordnance models should use same texture. Alpha channel may be used, if needed.



The models should be submitted in 3DS Max format, each model should contain all LODs and other standard stuff. I believe, everything was described in the text, from where you got this requirements.



In order for the whole game to have consistent look, all models for it should be made under the same (or, at least, very close) standards, no matter how old are they.
1. Glad to see you guys being sensible.
2. Well, I assume LOD_0 - 3, shadow mesh and hook should do.
3. Will you add new bomb types to plane loadouts where they would fit? SB, SD and PC RS for Germany, MS for the British and well a proper redo of the bomb type selection for the IJN and IJA?
  #2  
Old 09-23-2012, 05:52 PM
mkubani mkubani is offline
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Quote:
Originally Posted by Zorin View Post
1. Glad to see you guys being sensible.
2. Well, I assume LOD_0 - 3, shadow mesh and hook should do.
3. Will you add new bomb types to plane loadouts where they would fit? SB, SD and PC RS for Germany, MS for the British and well a proper redo of the bomb type selection for the IJN and IJA?
It should be no issue to add if the correct model is provided. However, most likely in 4.13.

Release date of 4.12 is not fixed yet. But it should be within 2012.
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Old 09-23-2012, 06:27 PM
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Mysticpuma Mysticpuma is offline
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Regarding LoD.

When the aircraft cross the next LoD point there is a noticeable 'pop' effect as the new model is shown.

Currently (I ma be wrong here) but we have dot, very, very basic model, slightly more detailed model, full model?

Is there a way to go from the dot and render the full detail model where the next stages of LoD would be?

This way the full resolution aircraft is rendered (at distance) and would never pop into the next LoD?

Cheers, MP
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Old 09-23-2012, 06:37 PM
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Mysticpuma Mysticpuma is offline
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Love the screen-grab file selection type switch, transparent map looks really effective.

Regarding shared kills, is there a way to stop the AAA denying the player a kill if it hits an aircraft before the player engages it?

Currently if you shoot an aircraft down that has been hit by AAA you get 0 points, even if the AAA hit it minutes before you even saw it and left it relatively undamaged?

Would be great if the AAA had to actually destroy an aircraft to get the kill so that sharpnel/flak damage didn't get all the points?

Love the update and hope the 1C take you guys on, pay to fix CloD and keep listening to the community.

Brilliant work, cheers, MP
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Old 09-23-2012, 07:05 PM
Phil_K Phil_K is offline
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Are we going to see the end of the dayglo spinners for USSR Il-2's?

These have overstayed their welcome for approximately 12 years.
  #6  
Old 09-23-2012, 07:22 PM
Zorin Zorin is offline
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Quote:
Originally Posted by mkubani View Post
It should be no issue to add if the correct model is provided. However, most likely in 4.13.

Release date of 4.12 is not fixed yet. But it should be within 2012.
Sounds promising.

Though the texture sharing thing, I am not sure about. Lets look at the US ordnance for example.



All are of different size and shape with differing tail sections and can't possibly share the same skin file without losing all skin details like rivets, bolts and markings/stencils.

One could possibly lose the stencils and mirror the rest for only having one side of each bomb using space on the texture file, but that would be pretty much the limit.

OR

Stencils and details are stored on a second texture file that can be shared for all bombs and applied viaalpha channel on seperate polys on the respective bomb models.

What would you preferr?

Last edited by Zorin; 09-25-2012 at 02:07 PM.
  #7  
Old 09-23-2012, 07:25 PM
Fighterace Fighterace is offline
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I can't wait for 4.12 patch

I hope there are more surprises still to come
  #8  
Old 09-26-2012, 11:30 AM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by Zorin View Post

One could possibly lose the stencils and mirror the rest for only having one side of each bomb using space on the texture file, but that would be pretty much the limit.

OR

Stencils and details are stored on a second texture file that can be shared for all bombs and applied viaalpha channel on seperate polys on the respective bomb models.

What would you preferr?
Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.
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  #9  
Old 09-26-2012, 09:36 PM
Zorin Zorin is offline
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Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Case #1 - reason: Beside your fascination for such deep details, it is not essential to have correct stencils on ordnance (low importance for gameplay and atmosphere). Using compromises like that all through the game will help keeping FPS and loading time on a reasonable level. Working with alpha channels always is a bit ciritcal and to be avoided if possible. Even, if its only small objects like bombs.
Rgr that.
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