New Objects

This is funny man
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Forager Wrote:Well, actually it was not a question, it was a statement of your personal hopes and a rude dismissal of the mod if it did not meet your standard.

My standards?!? OK. Here's an example. If you would make a model which kills fps or crashes the game, is it because it didn't meet my standards or because it didn't meet game's standards?

I didn't make modelling standards for this game. MG did. We have already seen examples of some nice looking work that brings framerates down to unplayable level just because some simple limitations were ignored.

This is the LOD standard of the game (not mine) for buildings:

[Image: BuildingLODs.jpg]

Four LODs. In this picture 558/230/32/2 polygons. When you are looking a city from far away, all the buildings are rendered with only 2 polygons. The closer you are, the more detailed building you'll see. Also the texture resolution is part of the LOD. Most detailed is 256x256, next is 128x128 and the two last are 64x64.

Now imagine if you are viewing a full city of buildings and each is rendered with 500-1000 polygons instead of 2 and texture of each building is 16x bigger than it should be. Your framerate goes to zero if you have slightly older PC.

And that church is a unique building which can have slightly bigger polycount (up to 1000 @ LOD0). Normal buildings exist in bigger numbers in cities, so the original limits for these was 100/50/20/2 polys.

And the whole legal side of the issues is another thing. Oleg could have had this place killed long time ago if he wanted. I wonder when we'll see here some mods that are ripped out from FSX.
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Viikate Wrote:
Forager Wrote:I wonder when we'll see here some mods that are ripped out from FSX.

it seems to me to have re-laid you, but you uninterrupted has defendre you...?
and I do not see the report with FSX.
I bought ToW, devellop
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Madtoc Wrote:and please be zen.

That's cool Man.... 8)
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hi all,

the trenches of Tow, there are 3 versions:
2 summer, 1winter, I could create a desert:



[Image: atrenchkt2.jpg]

cheers 8)
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Yes, please.... Big Grin Big Grin Big Grin
We need more desert objects, definitely. I have a pretty big North Africa campaign in the works, and desperately need more desert themed objects.
Madtoc, you keep making them, I'll keep using them... :mrgreen:

For your work so far, merci. 8)
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I think that ToW objects is not good for IL2.I have checked and extracted more objects
from my game.
Are a bit high poly,too hig poly lods,is there max 3 lods.
Some objects have missed shadows and collisions boxes have bad names,ther is not possible set correct damage model.
Objects look nice but its not for this game.
Only after correct rework is possible use in game.
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Well, magot, then you don't get to use them. Too bad.
As I said, I';m using them, and I'm happy with over 90% of them for use ingame. To each their own.
They aren't perfect, but they are definitely usable.
Please don't make comments like that, as its not really constructive or positive.
Then again, looking at you sig, I wonder why I'm surprised...
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@Bigbossmalone and all user ToW objects:
please can you test them in game?


@Magot:
I read your post with interest, they are rich in information. you know the 3D well and you can me give lessons .
I opened a way, this works, badly can be but it is one beginning.
the principle of a community: it is between - help,not cold non-useful criticisms.
my job for these objects can be resumes by one 3d
or one of you can explain what is to be done?
my knowledge in 3d is insignificant.

the objects of ToW are predominantly destructible...
with bombs or by hitting them with a plane...
I made test.

thanks for your answers. 8)
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Madtoc Wrote:hi all,

the trenches of Tow, there are 3 versions:
2 summer, 1winter, I could create a desert:

Hi!

Waiting for desert too!

Your objects are nice , go ahead!!

walter

SEMPER INCOMMODUS
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I checked one model. Only generic house looking thing I could find (fr_factory_002_h). It has 6 LODs. 317/287/238/82/34/20 polys.

A goal would be something close to 100/50/20/2, so you would need to create a simple 2 poly plane as final LOD and use 82/34/20. Number of LODs doesn't have to be 4, so you could still use the most detailed mesh as first LOD as long as the drawing distance of this it adjusted to very close. This way you woudn't see the most detailed mesh ever when flying over cities, but if you would zoom very close (taking a screenshot for example) then you could see the most detailed mesh. Textures are also twice as big as the standard objects have in game. So I would recommend using the 512x512 only for the most detailed LOD and creating a new 64x64 for the two least detailed.

Collision meshes seems to be a probmatic also. This particular house had only collision mesh for small part of the roof. I don't understand why. Also the sim file's collision mesh name and the col mesh name in model doesn't match so it wont work. If the name would be fixed, then the house might be destroyed with direct hit to the roof, but hit to the side woudn't do anything.

So you probably would need to check collision meshes and fix them if needed. These are simple to do. There is only one rule with collision meshes. They must be true bounding boxes. Mesh shaped like letter "L" is invalid collision box. You need to be able to draw imaginary line from any point x to any point y inside the box, so that the line doesn't go outside of the box. So L shaped box would be wrong and it would register hits wrong way.

I also tested one bridge in game and noticed that they appear only when you fly quite close. I presume that this is the problem with all objects, since TOW doesn't need to render objects from several kilometers away. So the LOD distance values in msh files needs to be edited.

So it would be quite big work to make all the objects work nicely. At least all the generic houses that exist in bigger numbers should be fixed. I noticed that guy named CUJO_1970 had some troubles with these objects.

Quote:
"I do have big framerate loss over the big cities that I've densely populated. But my computer is old...Pentium IV 2.5 gig single core, 2 gig RAM and old Raydeon 9800 Pro."
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magot Wrote:Objects look nice but its not for this game.
Only after correct rework is possible use in game.


Completely disagree with this.

I have them and they work fine, they are higher quality than most objects already in the sim.

Some of them can't be destroyed - big deal, most of them _can_ be destroyed and have a much more detailed damage model than anything we've seen in the sim by far.

[Image: Debris03.jpg]

[Image: RedTerrorscenery117.jpg]

[Image: RedTerrorscenery116.jpg]

[Image: RedTerrorscenery118.jpg]

[Image: RedTerrorscenery119.jpg]

[Image: RedTerrorscenery120.jpg]

[Image: RedTerrorscenery121.jpg]


Now, can you explain please how these objects are "not for this game" please?
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bigbossmalone Wrote:Please don't make comments like that, as its not really constructive or positive.
Then again, looking at you sig, I wonder why I'm surprised...

WTF?!? Magot was telling what's wrong with the objects. Just like I was telling. So you think that if there is something wrong with someone work, then we shouldn't say how to fix it?

Should I delete all my posts that contain some instructions or tutorials. I'm afraid that you'll find them "not really constructive or positive".
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Viikate Wrote:I noticed that guy named CUJO_1970 had some troubles with these objects.

Quote:
"I do have big framerate loss over the big cities that I've densely populated. But my computer is old...Pentium IV 2.5 gig single core, 2 gig RAM and old Raydeon 9800 Pro."


Viikate - please - don't take my quote out of context here, I think you misunderstood sir.

I stated in that thread that the FR loss I had was over my densely populated cities, not because of these objects from ToW: I had that problem with lower FR before I ever imported a single one of these buildings from madtoc. In fact, I have screenshots of that city in that same thread at UBI and it doesn't contain a single building or object from madtoc.

It is simply limitation of 3-4 year old computer Cry Same thing will happen to me over stock Berlin.

For the screenshots I posted above, I can fly low over them all day long with no problems and they seem to look fine from farther distances.

I will be happy to help test these objects further and report my findings.
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Viikate, please mate, lets stop this here... Big Grin
I have no objection to people saying something is wrong, but in a community forum like this some basic manners will work wonders. A few people are talking in a thread for days on end, and you pop in out of the blue without a hello, just to say the objects are useless?
magot unfortunately has the same tendency...no need to take anything personally, thats just the way it is...
How about helping Madtoc find a solution? As I said, nothing positive so far. As for the stuff you've done, its great. I like the fact that you are one of those striving to make it better. Keep it up.
I'm not taking the petty haggling any further. My next post will be feedback from testing objects... :wink:
G'day gents
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