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Author Topic: New flight sim project  (Read 53302 times)

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DarkBlueBoy

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Re: New flight sim project
« Reply #60 on: September 08, 2014, 02:53:42 AM »

A lot of work has been done with Cryengine. I found this WiP forum thread about such a development which may make interestign reading Stainless. The guy has used XSI Mod Tool to generate the models and is actively developing this. Don't know if there would be any mileage in spending time developing a conversion tool that would allow us to export/import from IL-2 into this engine.

http://www.crydev.net/viewtopic.php?f=280&t=25876

It also uses a form of auto-pop for the mapping. All of it open and free to use. I offer only my findings of course, you are the expert in this field. Not trying to put a handbrake on your canoe... :D
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Stainless

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Re: New flight sim project
« Reply #61 on: September 09, 2014, 02:45:01 AM »

I've downloaded it and I am looking at it.

As I expected from modern engines, if you are not using Max or Maya, everything is 10 times more complex.

The mesh format is custom and sealed, they don't even give you code to the loader.

Will keep digging.
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Chaoic16

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Re: New flight sim project
« Reply #62 on: September 09, 2014, 08:42:07 AM »

What if we could create converter that converts mesh and their assets into max or maya format?  And with that, we can use modern powerful engines to work with it?
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Stainless

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Re: New flight sim project
« Reply #63 on: September 10, 2014, 02:44:35 AM »

No, again those formats are sealed. Plus have you seen how much a single copy of max costs?

We would have to convert to an intermediate format, but that really wouldn't help, we would lose the structure of the files.

Whatever engine I end up using, I need to be able to write an importer.
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DarkBlueBoy

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Re: New flight sim project
« Reply #64 on: September 10, 2014, 03:38:21 AM »

Downloaded the CryEngine 3 SDK and it looks awesome. BUT. I reckon the size of the environments would be prohibitive for trying to create a flight sim on the same scale as IL-2. That is not to say there could not be work arounds perhaps and smaller maps and it gives an absolute shitload of functionality. I just felt it was almost too much...maybe that is my failing!

I'm interested to hear what you also think Stainless.
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SAS~GJE52

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Re: New flight sim project
« Reply #65 on: September 10, 2014, 09:43:23 AM »

Quote
Plus have you seen how much a single copy of max costs?

All serious 3d guys have one or more versions of Max  ;), there are enough guys to take on that side of things.

It is the game engine that is the critical element - solve that issue, and the rest will follow ...   :P
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Stainless

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Re: New flight sim project
« Reply #66 on: September 11, 2014, 02:38:14 AM »

Well at the moment CryEngine is looking like it's a none starter.

The main issues I have at the moment are...

  • Registration for the sdk is not working
  • Mesh format is sealed
  • Streaming support is patchy

I have tried to register three times and the email never comes through. This is required by the editor.
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DarkBlueBoy

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Re: New flight sim project
« Reply #67 on: September 11, 2014, 04:56:24 AM »

Dunno if this helps. I had to join the CryDev forum, validate the email and then use that information at the login screen when the editor starts up. Sure it has only prompted me to do this once and seems happy starting up. However, if the other 2 points negate the first you can ignore this! :)

What do you think to using something like the ARMA engine?
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SAS~Malone

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Re: New flight sim project
« Reply #68 on: September 11, 2014, 07:26:08 AM »

anybody considered trying to start this project on Kickstarter, or is that also a jungle of issues?
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SAS~HolyGrail

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Re: New flight sim project
« Reply #69 on: September 11, 2014, 07:50:58 AM »

Holy smokes ! you mean Kickstarter similar to what Ilya Schevcenko did ?  ;D
Just teasing ya  8)
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SAS~Malone

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Re: New flight sim project
« Reply #70 on: September 11, 2014, 11:31:14 AM »

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Stainless

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Re: New flight sim project
« Reply #71 on: September 11, 2014, 04:44:32 PM »

Dunno if this helps. I had to join the CryDev forum, validate the email and then use that information at the login screen when the editor starts up. Sure it has only prompted me to do this once and seems happy starting up. However, if the other 2 points negate the first you can ignore this! :)

Tried another three times, no validation email.
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