Re: Ship / Naval features - need info from modders in-the-kn - PlaneEater - 09.09.2010
David603 Wrote:PlaneEater,
Perhaps you could build an unused LOD based on SOW specs (I'm sure Oleg would be happy to give you these since you used to work for him), and use the second LOD as the Il2 LOD0? Then when SOW rolls around you would be able use your high detail model as the LOD0 and the Il2 LOD0 as the LOD1 and so on.
Regards
Just by the nature of my workflow I tend to build high first and then reduce. Much easier to control profile and proper form that way while still getting an efficient mesh and topology.
As for Oleg handing out ship specs for SoW, I have my doubts. Officially I worked for Ilya "Luthier" Shevchenko, the guy in charge of PacFi, and Oleg was repeatedly frustrated by Ilya and how PacFi went (I don't blame him). I'll send him an email but I won't hold my breath.
Re: Ship / Naval features - need info from modders in-the-kn - David603 - 09.09.2010
Luthier is still working for Oleg, he is part of the SoW:BoB production team now, and the plan is for him to get his own team again once BoB is released so he can get back to working on SoW:Korea (because the original plan was to produce BoB and Korea in parallel most of the aircraft models for Korea are already done) while Oleg does the Mediterranean theatre in parallel to Korea.
Re: Ship / Naval features - need info from modders in-the-kn - Fireskull - 09.09.2010
PlaneEater Wrote:Yup, I'm aware of the polycount concerns and IL-2 original limits. I argued with Oleg about them more than once. And now that he's not the one with final say about my models... :wink:
Since I don't want to redo ALL of this work a few short years from now for the Storm of War engine, I'm building these ships at higher detail than the original IL2 ships (which were not that impressive, to be honest). I'll chop down the LOD models very aggressively to maintain performance and framerate, and make sure that the hangar models crunch down first so they're not being shown unless you're in them, but I'm not going to stay within the ridiculous 20k limit Oleg imposed. I'm expecting more along the lines of 30-35k, possibly 40 for more complex ships (Iowas, Yamato, Kongo, etc).
Trust me that I can make these work at higher detail and keep them performant - I'm a trained professional. 8)
"20k limit"
hock: My guess is that he wanted to make very sure that nothing interferred with his beloved simulation of aircraft! :lol: Surely the hardware limits of that time was a major factor.
Late last night, I was thinking about your desire to create much more complex ships. Somebody wrote at All Aircraft Arcade, the dead predecessor of this website, that he had found a way of making things "crunch" much more efficiently at distance. Obviously the SAS Ship Pack 3 team isn't using it, so perhaps you know or could develop something that the modders don't know.
As far as the ship fans are concerned, wouldn't you say that they would be willing to cut the number of aircraft and other models to a fraction of the norm just to have fun with your ships? I'm sure that this is on your mind, too. Some of them would love to just play with ships at times. This would allow higher poly.
Well, like I wrote earlier, your work will be much appreciated.
Fireskull
Re: Ship / Naval features - need info from modders in-the-kn - Fireskull - 09.09.2010
David603 Wrote:Luthier is still working for Oleg, he is part of the SoW:BoB production team now, and the plan is for him to get his own team again once BoB is released so he can get back to working on SoW:Korea (because the original plan was to produce BoB and Korea in parallel most of the aircraft models for Korea are already done) while Oleg does the Mediterranean theatre in parallel to Korea.
I'm looking forward to that almost done Mig-15 and the future Italian Navy. :wink:
Fireskull
Re: Ship / Naval features - need info from modders in-the-kn - PlaneEater - 09.09.2010
All I'll say about Ilya is that I hope he has grown from the experience of PacFi. :|
As for the ship models, I plan to be very aggressive with LODs and LOD distances. My ballpark estimate is 35k LOD0, 8k LOD1, 3k LOD2, 1k LOD3. I believe that's
better optimized than many of the ships in game, and should help maintain performance even in denser fleets.
What I can't speak to is AAA. With properly modeled fleets, we're going to get historical AAA density, and that will probably be a system killer. I and some effect specialists will need to take a hard look at optimizing AAA weapons and effects wherever we can to come as close as possible. Right now, for example, the Lexington has its pre-war AAA gun fit which is mostly single .50 cal positions. Think about what will happen when you have a small task force of, say, a Yorktown, late-war Essex, and something like an Atlanta class CL throwing lead (150+ 40mm Bofors, 400+ 20mm Oerlikons, 50+ 5"/38s, some dual and quad 1.1" batteries...)
Re: Ship / Naval features - need info from modders in-the-kn -
Kopfdorfer - 07.10.2010
Hi Guys,
I don't know if this is within the scope of Planeater's original inquiry, but I'd like to throw it out there anyway.
Can those involved in ship AI implementation consider suplementing/creating AI such that those vessels armed with torpedos will actually fire their torps at other vessels?
In my mind as a scenario designer it is leaving out an important facet of air-sea engagements insofar as often it was air attack that prevented and/or affected torpedo attacks vessel to vessel.
I hope someone will consider adding this very important aspect of WWII air-sea combat.
Kopfdorfer
Re: Ship / Naval features - need info from modders in-the-kn - fabianfred - 17.11.2010
It has always annoyed me that there didn't seem to be any value in the data (ships.ini or technics.ini) which could be altered to make the gunfire more accurate.
It is rediculous that two warships can be quite close to each other and fire away and miss 99% of the time...and when they do hit there is no memory of the range so the next shot is back to random again :roll:
Re: Ship / Naval features - need info from modders in-the-kn - fabianfred - 17.11.2010
PlaneEater Wrote:Think about what will happen when you have a small task force of, say, a Yorktown, late-war Essex, and something like an Atlanta class CL throwing lead (150+ 40mm Bofors, 400+ 20mm Oerlikons, 50+ 5"/38s, some dual and quad 1.1" batteries...)
the game wont run.. no matter teh sysspecs, i think.
Just too much, not been created for such things etc etc etc
or it will run backwards...
methinks il2 will always stretch the fastest computers available....when they get faster we just add more planes and action and ships etc. into our missions which cause it to stutter
Re: Ship / Naval features - need info from modders in-the-kn - Salmo - 17.11.2010
PlaneEater Wrote:UPDATE:
D. CV Deck operations
- It would be very neat to depict the hangars and elevators of the CVs, and have the option of spawning in the hangar. I'm thinking the Zveno attachment system might come in handy for that functionality, maybe? If it's possible, it would need to be added before I made the CVs, so I could build the CV models with the hangars and elevators included.
- Can we add important deck personnel to the CV decks? Just LSO, Catapult officer, other major deck crew involved in launching, recovering, or moving planes on the deck. We have the running character models and animations already, I'll provide textures for different personnel.
Stationary carrier crew is already in progress by Ranwars
http://www.sas1946.com/main/index.php/topic,5431.0.html I suggest you contact that team for further details. What's really needed now is some crew animation.