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#3575578 - 05/19/12 01:33 PM Re: Screenshots ***** [Re: arthur666]
Sundowner Offline
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Registered: 06/26/01
Posts: 777
Loc: Cheshire.UK
Originally Posted By: arthur666
@Sundowner, nice shots. the MiG-29 is too sekksy.


Thanks.





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#3575591 - 05/19/12 01:54 PM Re: Screenshots [Re: Stormtrooper]
Sundowner Offline
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Registered: 06/26/01
Posts: 777
Loc: Cheshire.UK
Couple of ramp shots......





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#3575606 - 05/19/12 02:27 PM Re: Screenshots [Re: Sundowner]
strykerpsg Offline
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Registered: 05/28/06
Posts: 576
Loc: Ft Lewis, WA aka JBLM
Originally Posted By: Sundowner
Originally Posted By: arthur666
@Sundowner, nice shots. the MiG-29 is too sekksy.


Thanks.





Oooolala! What great looking bird is that?
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#3575620 - 05/19/12 02:50 PM Re: Screenshots [Re: CA_Stary]
mlracing Offline
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Registered: 03/25/07
Posts: 263
Loc: the Earth
Originally Posted By: CA_Stary
MLRacing, you are strange one... I have one challenge for you, and don't take this as my negative approach towards you (I'm not) -try making something with TOD objects (those populating tiles) and try forcing the engine to use custom 3D objects for them yep


TODs are there for performance reason. each object is formed by minimum polygons. there are already other ways to put custom objects on the terrain. so why change the TODs? -- if your PC is fast, you can use the existing ways to put in custom objects. if your PC is slow, changing TODs to detailed objects will also slow down the game.
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#3575631 - 05/19/12 03:13 PM Re: Screenshots [Re: mlracing]
CA_Stary Offline
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Registered: 09/01/07
Posts: 338
Loc: Poland
Originally Posted By: mlracing

TODs are there for performance reason. each object is formed by minimum polygons. there are already other ways to put custom objects on the terrain. so why change the TODs? -- if your PC is fast, you can use the existing ways to put in custom objects. if your PC is slow, changing TODs to detailed objects will also slow down the game.

Yes but not much, all some (=me) need are picked roof buildings, small blocks of houses etc. I guess <50 polys per object, not much these days. Also populating tiles with targetareas objects would be pointless and resoure killer when one can place them tile-specific and they are automatically repeated on all given tile type on map. Remember all the houses in EAW in cities? Something I'd love to be able to achieve in SF2 but right now not possible due to engine limitations

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#3575642 - 05/19/12 03:30 PM Re: Screenshots [Re: strykerpsg]
MigBuster Offline
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Registered: 11/21/05
Posts: 1648
Loc: UK
Originally Posted By: strykerpsg



Oooolala! What great looking bird is that? [/quote]




http://en.wikipedia.org/wiki/BAC_TSR-2
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#3575750 - 05/19/12 06:22 PM Re: Screenshots [Re: MigBuster]
strykerpsg Offline
Member

Registered: 05/28/06
Posts: 576
Loc: Ft Lewis, WA aka JBLM
Originally Posted By: MigBuster
Originally Posted By: strykerpsg



Oooolala! What great looking bird is that?





http://en.wikipedia.org/wiki/BAC_TSR-2 [/quote]

Cool! I suspected as much, but with the great paints, it really through me off. Thanks for the info. Great looking plnae. Too bad it never came to fruition.
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#3576330 - 05/20/12 06:03 PM Re: Screenshots [Re: Stormtrooper]
Mika Offline
Member

Registered: 10/31/06
Posts: 101
Loc: Poland
Last moment stop winkngrin

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#3576335 - 05/20/12 06:15 PM Re: Screenshots [Re: Stormtrooper]
JonathanRL Offline
Junior Member

Registered: 03/13/12
Posts: 15







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#3576561 - 05/21/12 06:00 AM Re: Screenshots [Re: Stormtrooper]
Mika Offline
Member

Registered: 10/31/06
Posts: 101
Loc: Poland
'74

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