Ship / Naval features - need info from modders in-the-know
#18

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" Confusedhock: 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 Smile
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