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#51
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Noted.
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#52
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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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#53
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Well, generally, you don't. Now you do. On a side note, however, it is rather logical to have a front projection of your model in the front view window of the Max. But, don't worry, it's a typical error, I did that too, when I was only starting.
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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:
The main hull wasn't removed, or so it seems and it was the place with the most unpleasant number of seams in most unpleasant place (were fin attachments were supposed to be painted. Quote:
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. |
#54
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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? Last edited by Zorin; 10-25-2012 at 10:09 PM. |
#55
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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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I didn't say, there is no need to replace bad, or innacurate models, but I don't see much use in making a multiple variants of the same thing, which differ only visually, with no functional difference. So, in general, it is enough to have like maximum 3 visual variants of the same ordnance, as it does not affect the gameplay much. The smaller and the more "secondary" an object is - the fewer variants and less visual accuracy can it have. It's just a matter of saving labor resources. Last edited by SaQSoN; 10-27-2012 at 07:03 AM. Reason: typos |
#56
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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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#57
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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. ![]() Last edited by Zorin; 10-27-2012 at 11:36 PM. |
#58
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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. Last edited by Luno13; 10-27-2012 at 07:03 PM. |
#60
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Im still waiting on a response from an email I send some time ago.
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