- canonuk - 19.01.2009
Ok, here we go. St Paul's Cathedral, an iconic part of the London cityscape during the Battle of Britain. The lighting at this time of day makes it look brighter than it is - it's quite dirty otherwise.
Joe
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- JacoBiTe - 19.01.2009
8) Fantastic work cannon!!!! Love it!!! X
- RAF_Magpie - 19.01.2009
AH The Dome Depot :mrgreen:
- Guest - 20.01.2009
Canon superb work once again, can it be destroyed? (I hope not :wink: )
- canonuk - 20.01.2009
Of course it can.
You'll just have to look after it if you don't want it bombed
- Phil_K - 20.01.2009
Canon - when are you going to model Vera Lynn?
- Kristorf - 20.01.2009
Ding Dong....
- 4./JG53_Recon - 20.01.2009
Please reconsider adding so much ground stuff on a large map.
It will be unplayable for large scenarios.
ie. I'm host of a 80+ dogfight virtual war. Having a large memory footprint that will be created by heavily populating the ground will make it unplayable.
What I recommend is adding only key locations, let the mission makers add more details based on their particular needs and designs.
I really like to see a large map like this, but again, be prudent on how much you add to it.
Thanks
-
Ranwers - 20.01.2009
I'm wait, I'm wait, I'm wa... I'm....
- canonuk - 20.01.2009
4./JG53_Recon Wrote:Please reconsider adding so much ground stuff on a large map.
It will be unplayable for large scenarios.
ie. I'm host of a 80+ dogfight virtual war. Having a large memory footprint that will be created by heavily populating the ground will make it unplayable.
What I recommend is adding only key locations, let the mission makers add more details based on their particular needs and designs.
I really like to see a large map like this, but again, be prudent on how much you add to it.
Thanks
Hi Recon,
I wouldn't worry. I've optimised the towns, new objects and LODs so that I can have very large populated cities with practically no frame rate drops. The trick is to have a very limited palette of objects in a city, and when I made them optimised them for the balance between detail and pop-up distance details.
- Chivasirons - 20.01.2009
4./JG53_Recon Wrote:Please reconsider adding so much ground stuff on a large map.
It will be unplayable for large scenarios.
ie. I'm host of a 80+ dogfight virtual war. Having a large memory footprint that will be created by heavily populating the ground will make it unplayable.
What I recommend is adding only key locations, let the mission makers add more details based on their particular needs and designs.
I really like to see a large map like this, but again, be prudent on how much you add to it.
Thanks
Or...maybe you could remove the objects from the map to suit your server.
- VF101hawk - 20.01.2009
Something that would be a nice addition to your allready lovely map cannon is the building that often was a tell tale for the positions of the V1 rockets.
the building was formed as a j or as a skijump and was something the allied looked for when flying over the axis controlled france and holland.
Flickering Textures on Airbases - GhostFiles - 20.01.2009
The Channel Map is real nice, but on my rig I'm getting Flickering Roads on the Airbases.
ATI1950 Pro Vid Card Cats 7.11
None of the other maps have this problem.
Any thoughts?
Thx
GF
- NateDawg80126 - 21.01.2009
Are you using the latest .dll files? I have similar issues when running right after IL2 install, but after I updated to the latest .dll files everything is much better. (Not perfect mind you, but much much better)
No dlls work correctly, origianl are best though - GhostFiles - 21.01.2009
Here is a snap of the airfield graphic.
http:theghostfiles.org/fb/field0001.jpg
GF