#4271060 - 06/17/16 03:45 PM
FXEXE skysets
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Joined: Oct 2002
Posts: 7,555
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
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Joined: Oct 2002
Posts: 7,555
Zandvoort, N-H, Netherlands
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The skies in EAW are all about atmosphere which is why I spend boatloads of time to enhance them. They've been a controversial topic in this forum and has been used by many to proof my inabillaty as a graphics artist. Little did these people understand that it was all about experimenting to find a good way of getting them right, both in terms of perceptive depth as well as drawing shapes with appropiate shading and fluffyness and about understanding how they worked. Sure enough I started without any skills or knowledge in this department but after 500 created sets things started to improve. Now 15 years after my first creation I can say that these files were amongst the toughest things I've done with graphics. I experimented with colors, transparency depths, tiling, removing seams, layering and used every photoshop technique I could think of to create them. They didn't all come out right, photoshop doesn't give you any idea about how it will look in the game, but techniques were develloped and steadily improved. Increased resolution, added/changed cloudlayers, colors, transparencies and 3D clouds all interact with eachother, the horizon, the skybox, and take full advantage of the FXEXE's improvements. Added weather selections and changed routines which influence the game's weather choices also influence the player's enjoyment of this game. Still, what each player likes or doesn't like is highly subjective and therefore the more choice one has the higher the probabillaty to enjoy. For this reason all skysets are under revision since many of them are pre-FXEXE, but there are app. 1000+ sets I've created, every time I got bored or didn't know what else to do. Each one was a challenge, wether it was about using photographs or trying to draw them from scratch. I've looked at the real sky millions of times and each one was different and that was what I wanted in my game too. It kept me flying missions in a different ambience and each time it felt different, even though the missions weren't much different themselves. OK, the 3D clouds aren't fully develloped (CTRL C switches them on or off), it's just a basic shape, but new models are being tested and experiments with the drawings is keeping me busy. I'll just keep at it untill I'm satisfied but I know I never will be as there's always some improvement that can be done. Here's a few screenies of some recent work. Sorry if you don't like them, they've strictly been created for my own enjoyment and meant to improve my skills but when ready they will be released. Keep an eye on the online flying thread as the pictures there are likely to have a changed set every time. VonBeerhofen Launchpad's forecaster
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#4271637 - 06/19/16 09:21 PM
Re: FXEXE skysets
[Re: VonBeerhofen]
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Joined: Oct 2002
Posts: 7,555
VonBeerhofen
3DZ Master/Campaign Designer
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3DZ Master/Campaign Designer
Hotshot
Joined: Oct 2002
Posts: 7,555
Zandvoort, N-H, Netherlands
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I don't think the cloud array is transmitted online, hence I believe that each player gets his own set. This is also the case with other things, like random convoys, trains and vehicles in missions other then interdictions.
With the new weather selections the cloudlayers can be very low and sometimes appear on the ground, the 3D clouds always have a position related to the layers so when the layer is at ground level you might find yourself in one of these 3D clouds too.
The model is fully 3D but in the release version it's still a very simple shape but you can be inside of one. This version has a tendency to break up on my computer when you're very close to the drawing, this also happened to the PTIII carrier deck. The solution is to increase resolution and isn't too hard to do.
The more complex shapes I've created don't have this problem but like in the early days with forrests, can have an impact on FPS. I have shapes which use the full set of 256 polygons but mapping has to be very well thought out as not to show seams. I haven't done that for this early version. However as compared to a single multiskin plane of 80MB, this only requires 64KB plus some for the 3DZ, which for me is pretty important on my old legacy computer. In this respect a decision had to be taken.
I have taken some screenies of the more complex models but they're on my FTP picture Gallery and it contains hundreds of screenshots. Most have the same name plus a number. I'll see if I can take an interesting shot inside the clouds with the more complex models. As for points, I'd give these 5 out of 10 and the more complex ones 7 out of 10. I do agree with Mark and my online players, they like the additional graphics as long it's not there all the time, hence the random display in the weather selection and they do make it harder when enemies fly into em.
As for using sprites, they need a 3D calculation so their polygons don't appear fixed. Sprites can't rotate like 3D objects, the drawing will always stare you in the face, but they can shift their individual screen position related to other sprites and be resized related to distance. However I've had bad experiences with large ammounts of sprites in terms of FPS, and you need a lot to create realistic clouds, the 3DZ clouds are much faster on my computer but with 256 polygons in each and a few dozen visible in your area there may not be much difference.
You can not be inside a sprite cloud but there could be sprites in front of you to make you believe you're inside. 3DZ are true shapes that can surround you when you're inside, like a box. The more boxes the better the illusion. Distance transformations and rotations are already incorporated for 3DZ objects and the clouds are under the same routines for rendering groundobjects, terrain or airplanes. Additionally 3DZ files have animation codes which can influence what you see and in the FXEXE they work on whatever you like, and that's besides the new codes I introduced.
For me 3DZ models win hands down with this knowledge but I'm always open for suggestions.
VonBeerhofen
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#4271652 - 06/19/16 10:15 PM
Re: FXEXE skysets
[Re: VonBeerhofen]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
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Joined: Jun 2001
Posts: 13,341
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Hi VBH, As I see it when you fly into a 3dz, you see an empty space. OK, you can partly get around this by putting a texture on the inside of the cloud 3dz, but when you fly into a cloud, you just see cloud and nothing else, and that is the tricky bit to get right. Ralf tried generating sprites to form a cloud, which had volume, which the 3dz cloud failed on, but the sprites killed the game. No easy solution.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4271745 - 06/20/16 12:44 PM
Re: FXEXE skysets
[Re: VonBeerhofen]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
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Joined: Jun 2001
Posts: 13,341
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Ralf's sprite code, Tony? Does it work any better on a modern machine? 6 years ago it converted EAW into a slide show, but there's a lot of memory tweaks since those days, so it might work better. Still, fill the sky with them and we would be back to a slide show. The consensus back then was to update our DirectX Code, so we could have better effects. Pity Syddy left.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4271992 - 06/21/16 11:49 AM
Re: FXEXE skysets
[Re: VonBeerhofen]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
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Joined: Jun 2001
Posts: 13,341
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Hi VBH. Have you ever flown through real clouds? There are a few real Pilots here, I've only been a passenger in the front of a 2 seater, but when you fly, even through a small cloud, all you can see is the Wings & Prop. It's the same as driving you car into 10 meter fog, except you can't slow down in a plane. The first time it was very scary, and I understand why weekend pilots have to be able to fly under clouds, and not high, or through, on instruments, Which is for the more experienced pilots. Now, you see the problem with 3dz clouds, because they have an empty space inside. What we need are volumetric clouds. But for these, our elderly DirectX6 would need updating, as Allen has pointed out several times. http://vterrain.org/Atmosphere/Clouds/But as you'll read here they come at a big FPS hit. Now, a cheat could be to make the flat cloud layers render thicker, and add more of them. You could even place them close to each other, so they appear even thicker. I'm not saying it's not possible to do, just a load of work either way.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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