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#3778389 - 05/06/13 09:03 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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Nice Work.

But it would also be nice if we can use the Gunners Position in Hind :-)

#3778530 - 05/07/13 04:16 AM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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It will be really peace of work) Not planning, but who knows.

#3778596 - 05/07/13 12:04 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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Have someone "clean" frame cockpit gunner in Iwo?From another game,with other source, of course.

#3781056 - 05/12/13 08:44 AM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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looks like I move away a bit, but I am really interesting in lighting effects right now. I don't think I will separate it from hind improvements, so we will test all things together. Now I am making all cockpits sensitive to global lights and also I'm testing point lights - they never used before, maybe because has some side effects that need to be fixed. anyway looks good I think =)


#3781061 - 05/12/13 08:59 AM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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Woow woooow WOOOW lighting wrecks is also possible? bananadance

#3781067 - 05/12/13 09:28 AM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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technically all objects, particles, sprites etc can be affected by global lights. problem is some of them rendering in different methods in game so to change it I need more than basic knowledge of directx programming. now light affects most 3d objects (vehicles, buildings, ... wrecks) and some sprites (crater on the screen for example). but terrain use manual lighting and it's really problem. now just trying around to understand how things works.

#3782525 - 05/15/13 09:46 AM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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still a lot of troubles but damn, it works!


#3782565 - 05/15/13 12:38 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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AAAAAA !!! wacky You are amazing smile total shock There is no chance for dynamic shadows, there is no chance for shaders, but that lighting is beautiful smile
Btw you can add this light source for flying missile/cannon trail?

Last edited by joe13; 05/15/13 12:52 PM.
#3782570 - 05/15/13 12:53 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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thanks) there is still chance for shadows - simple but not so bad, like in operation flashpoint.

Quote:
Btw you can add this light source for flying missile/cannon trail

there is some limits. landscape lighting works by sectors - each 20x20 meters or something. Light affect sectors pretty smooth but for small light source in incorrect position, for explosions it's not so visible because light affects several sectors at once. But 3d models hasn't this sort of troubles - lights works with big precision. And yes - I can attach lights at any entity or sprite - missile or trail or jet's afterburner for example. Question in quantity - can't say about it anything, it's not configurated properly yet. Now I noticed performance decrease when in the scene more than 50-100 lights.

Last edited by thealx; 05/15/13 01:51 PM.
#3782603 - 05/15/13 02:26 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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That's pretty cool. Nice work.

Could you start a new thread for this though, just so that it doesn't get lost in this thread about the Hind cockpit?

Last edited by messyhead; 05/15/13 02:26 PM.
#3782629 - 05/15/13 03:11 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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I will return to hind when get basic lights work stable, so i think it's not necessary. Some day I will continue to work with effects and of course will make new thread for discussions.

#3782647 - 05/15/13 03:49 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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I think the lights simply need to have a time limit, like smoke.Minutes, or 1:30 and this will solve problems.
Time flames and smoke can be set in explos.csv
It's my dream to fly over the burning wrecks as in DCS wink
Imo your lighting looks better than first dcs bs.
You say shadows as in OF, maybe it is also possible blinding sun as in OF?

Last edited by joe13; 05/15/13 03:52 PM.
#3782662 - 05/15/13 04:11 PM Re: Hind cockpit improvment [TEST] [Re: thealx]  
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Quote:
blinding sun as in OF

had to launch it to understand what are you talking about) it's already made, just too weak - texture calls SUN_COLOUR_FLARE

#3785892 - 05/22/13 01:56 PM Re: Hind cockpit improvement [TEST] [Re: thealx]  
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hey everyone. start thinking what options I can use to make my stuff adjustable, this poll about your avionics and gameplay configs will really help me. thanks in advance.

Options - Realism - Avionics
single choice
Votes accepted starting: 05/22/13 01:50 PM
eech.ini - Dynamics - flight_model
single choice
Votes accepted starting: 05/22/13 01:51 PM
eech.ini - Dynamics - enginerealism
single choice
Votes accepted starting: 05/22/13 01:52 PM
eech.ini - Dynamics - enginestartup
single choice
Votes accepted starting: 05/22/13 01:53 PM
#3785896 - 05/22/13 02:00 PM Re: Hind cockpit improvement [TEST] [Re: thealx]  
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Forgot one thing.

Your desire
single choice
Votes accepted starting: 05/22/13 01:59 PM
#3785901 - 05/22/13 02:04 PM Re: Hind cockpit improvement [TEST] [Re: thealx]  
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Where's "Whatever you're willing to implement?" in the last poll? wink

Do whatever you fancy with the Hind. You're, after all, developing it.

#3785907 - 05/22/13 02:12 PM Re: Hind cockpit improvement [TEST] [Re: thealx]  
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It's not about it. Imagine in thirst poll will be advantage in one side, but in last question will be balance. It means this options doesn't work like they have to. Be sure I'm making whatever I want =)

#3785911 - 05/22/13 02:19 PM Re: Hind cockpit improvement [TEST] [Re: thealx]  
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I clicked werewolf's flight model by accident. I think the default eech.ini is set to use Arneh's flight model (correct if I'm wrong) I'm not sure what the difference between them is.

#3786009 - 05/22/13 05:36 PM Re: Hind cockpit improvement [TEST] [Re: messyhead]  
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Originally Posted By: messyhead
I clicked werewolf's flight model by accident. I think the default eech.ini is set to use Arneh's flight model (correct if I'm wrong) I'm not sure what the difference between them is.



Yes, default is Arneh's , its quite good and has suspenssion model but it feels way too overpowered and no feel of mass when loaded full of weapons.

So now i use default (orginal eech model)




-haukka81


I5 8400 , 16gb , GTX 1070 oc , Win10 64bit . Virpil T-50 27" monitor with 2560x1440 rez ... DCS + Oculus CV1 + Samsung Odyssey . (odyssey is better for flight sims)
#3786453 - 05/23/13 08:57 AM Re: Hind cockpit improvement [TEST] [Re: Haukka81]  
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Originally Posted By: Haukka81
Yes, default is Arneh's , its quite good and has suspenssion model but it feels way too overpowered and no feel of mass when loaded full of weapons.

So now i use default (orginal eech model)


If I'm not mistaken the only difference between the default and arneh is that the latter has suspension modelling.

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