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  #1  
Old 10-27-2012, 07:59 AM
SaQSoN SaQSoN is offline
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Originally Posted by Zorin View Post
nothing will need to be made accurate in the thickness regard. Should save me some time calculating measurements
Low-polygon modeling for games always requires to simplify RL objects for two reasons: save polygons on large objects and make smaller and simpler objects (where one could care less about polygon number) at equal detail level, so they would fit into general visual representation of the virtual world one is building.

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.

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Alpha channels always feel like a short cut to me and that is why I have avoided them so far, perhaps you guys can teach me how small resolution textures acan produce accurate alpha results.
IL-2 game models use alpha channels everywhere, on every plane and cockpit model there are plenty of it. Many ground objects, all ships, etc. use a lots of alpha-channel textures. Many polygon-saving techniques, used in the game models, are based on alpha-channel usage. So far, that doesn't seem a problem.

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See, how are we outsiders supposed to know that? Basic logic would dictate that a visually different model would only require a simple copy and paste effort in the coding department as nothing has to be changed except for the name and path info and that is hardly a limiting factor.
In case of multiple variants of the same thing, a programer would have to program appearance of respective model according to correct service time, which would require him to check all those dates, check what model should appear when, etc. Not a big deal, when he has only this stuff to do, but another fraction of an ass-pain, if he has a lot more stuff to do as well, which should have been done yesterday and so on. So, whenever you can ease his job - why not?

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Originally Posted by Zorin View Post
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?
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 08:03 AM. Reason: typos
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  #2  
Old 10-27-2012, 02:22 PM
IceFire IceFire is offline
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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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  #3  
Old 10-27-2012, 02:28 PM
Zorin Zorin is offline
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Originally Posted by SaQSoN View Post
In case of multiple variants of the same thing, a programer would have to program appearance of respective model according to correct service time, which would require him to check all those dates, check what model should appear when, etc. Not a big deal, when he has only this stuff to do, but another fraction of an ass-pain, if he has a lot more stuff to do as well, which should have been done yesterday and so on. So, whenever you can ease his job - why not?
He would get all those dates and types from me, so no extra work for him.

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Originally Posted by SaQSoN View Post
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.
Well, if you want to see torpedos sticking half their tail assembly into the hull of the plane because it is the wrong assebmly for said plane, so be it.

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; 10-28-2012 at 12:36 AM.
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  #4  
Old 10-27-2012, 02:35 PM
SaQSoN SaQSoN is offline
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Is there the will to introduce new bomb types
Yes.
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  #5  
Old 10-27-2012, 08:01 PM
Luno13 Luno13 is offline
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Originally Posted by Zorin View Post
Oh and here is the 60kg bomb with 2 sided material and alpha channel setup. 226 tris. The absolute minimum in quality as far as I am concerned.
It still looks very good Zorin, don't worry. It will look great under the wings of the Val. The torps are still a huge improvement over the old mesh, even with two-sided parts.

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 08:03 PM.
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  #6  
Old 10-28-2012, 02:21 PM
Zorin Zorin is offline
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Quote:
Originally Posted by Luno13 View Post
It still looks very good Zorin, don't worry. It will look great under the wings of the Val. The torps are still a huge improvement over the old mesh, even with two-sided parts.

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.
Thank you for your encouraging words

Inbox still empty... Certainly not me delaying the progress here.
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  #7  
Old 10-28-2012, 03:55 PM
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ElAurens ElAurens is offline
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DT are not a monolithic organization. It's just a group of enthusiasts like yourself Zorin, that do this in their free time.

They have family, jobs, and real life issues just like everyone else does, and those take first priority.

Keep checking your inbox.

In my small interactions with them it is my experience that they will get back to you in time.


Cheers.
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  #8  
Old 10-28-2012, 03:56 PM
Luno13 Luno13 is offline
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DT are probably having more than one person look over it. In my experience, the guys at DT may not reply the next day, but they always reply, and with a thorough response.
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  #9  
Old 10-28-2012, 03:57 PM
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ElAurens ElAurens is offline
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Indeed.
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  #10  
Old 10-28-2012, 06:20 PM
Zorin Zorin is offline
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I think the process could be streamlined a lot if a certain amount of time would be dedicated to "SDK kits" and pdf guides.

Those could be given to interested parties and would limit the interaction with TD members to a minimum, not taking away any of their precious time to answer cetain questions over and over again.
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