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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #11  
Old 03-21-2011, 01:09 PM
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JG52Krupi JG52Krupi is offline
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Hopefully FlyByShooter will be back, while there were a lot of distinguished skinners on il2 his work just blew me away fantastic detail!!
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  #12  
Old 03-21-2011, 01:37 PM
Foo'bar Foo'bar is offline
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Quote:
Originally Posted by choctaw111 View Post
As already said, the skins will already come with multiple layers.
I can only imagine that the "rivets" layer and some others will be locked (you can't really change the rivets locations on a real plane) with the ability to only change the "paint" layer.
This will make the skinning process much easier for novice skinners but imagine how much greater work the experienced skinners will produce.
Il2 had 512x512 but I read at one point a couple years back that Oleg was talking about 2048x2048.
Is this still the resolution for the new skins?
I think to recall Oleg mentioned that standard skin sizes will be 2048² max for online and that they think about even larger sizes 4096² for offline. But I could be wrong.
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  #13  
Old 03-21-2011, 06:19 PM
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The panel lines and rivets etc will be hardcoded for each plane and that all we will be able to edit or create will be a colour layer.


http://forum.1cpublishing.eu/showpos...6&postcount=40

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Originally Posted by luthier View Post
We have split up the paintscheme, the actual colors, from the rest of the texture - the rivets, the panel lines, the weathering, etc. The user texture is just the colors, i.e. your experience as a texturer is like simply coming up to the finished plane with some paint and a paintbrush, not actually re-riveting it or moving panels around.

So the user texture can actually be a smaller resolution, 512, even 64x64 and still look all right-ish since the riveting and the weathering on top of it are 2048x2048.
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  #14  
Old 03-21-2011, 08:15 PM
Blackdog_kt Blackdog_kt is offline
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I can understand experienced skinners being a bit annoyed at the inability to strip the 3d model down to nothing and start from scratch.

That being said, it will be easier for new-comers to come to grips with skinning if we don't have to be afraid of erasing the panel lines and rivets.

That last part of Luthier's quote leads me to believe that the current system was mainly chosen for purposes of streamlining multiplayer exchange of skins: if the lower layers are still high resolution and we can easily create lower resolution camouflage layers on top of that, it will be easier to see customized skins online with smaller downloads.

I'd say i'm ok with it either way but i'm also ok with people feeling strongly about this one way or the other. I guess that for a skinner it's not only the camo scheme that matters, i have a feeling that they are enjoying skinning everything from the rivets up just like a plastic modeler is building a kit. In that sense, i hope they get the option to edit the underlying layers too once the SDK is made available to the community...especially since this is necessary to create 3rd party flyables or even correct the occasional mistake on a stock aircraft without having to wait for an official patch. More options down the road is always a good thing
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  #15  
Old 03-21-2011, 08:17 PM
Stiboo Stiboo is offline
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But....

one of the first things to try is set weathering to zero and add custom weathering anyway

It will not be long before all three layers are available ( colour, weathering, panels/rivet ) official or unofficial - modded/new planes will need access to all three..


I want a dirty 109!

.
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  #16  
Old 03-21-2011, 08:47 PM
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Friendly_flyer Friendly_flyer is offline
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Quote:
Originally Posted by Foo'bar View Post
I think to recall Oleg mentioned that standard skin sizes will be 2048² max for online and that they think about even larger sizes 4096² for offline. But I could be wrong.
I seem to remember the number 1024 x 1024 (like now) being mentioned. I would be very surprised if there isn't a "markings off" option, allowing for making marked skins. Basically, the art of skinning from now on will probably be about adding subtle variations in the paint and equally subtly ad shading and highlights to emphasize the hard-coded rivets and panel-lines.
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  #17  
Old 03-21-2011, 10:45 PM
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Quote:
Originally Posted by Friendly_flyer View Post
I seem to remember the number 1024 x 1024 (like now) being mentioned...
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Originally Posted by Col.Flanders View Post
I'm not sure if this has been asked or if it's common knowledge yet but could anyone tell me what resolution the aircraft skins are going to be? I think skinning for this new sim is going to be something special!
Apparently 2048x2048

Quote:
Originally Posted by luthier View Post
2048x2048.

But, it's complicated.

We have split up the paintscheme, the actual colors, from the rest of the texture - the rivets, the panel lines, the weathering, etc. The user texture is just the colors, i.e. your experience as a texturer is like simply coming up to the finished plane with some paint and a paintbrush, not actually re-riveting it or moving panels around.

So the user texture can actually be a smaller resolution, 512, even 64x64 and still look all right-ish since the riveting and the weathering on top of it are 2048x2048.
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  #18  
Old 03-21-2011, 11:21 PM
JG53Frankyboy JG53Frankyboy is offline
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perhaps with "mods on" it will be possible to use totaly new skins , read all layers are made by 3.party skinners.
with "mods off" only the 'color layer' v´can be edited...

and sure , over all, the 'skin on/off' have to be selected

soon we all will know
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  #19  
Old 03-21-2011, 11:23 PM
JG53Frankyboy JG53Frankyboy is offline
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Quote:
Originally Posted by Stiboo View Post
......I want a dirty 109!

.
you just have to move the "weathering" slider on the option screnn on your plane...
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