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Author Topic: New flight sim project  (Read 53332 times)

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Stainless

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Re: New flight sim project
« Reply #156 on: November 11, 2014, 02:24:26 AM »

This morning I added a debug console. So you press a key and a little window pops up you can enter commands into.

The really cool part about it is that you define the commands when you create an aircarft. So if you want to be able to debug a particular part of your mod, then define a debug command and off you go.

It occured to me as well that many modern aircraft have built in AI systems to manage some of the pilots workload. So when I finish the B17 I will do a modern jet and implement the required AI modules.

These modules will be available for ALL aircraft, so you can turn them on for the B17 if you don't want to handle all the workload yourself.
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Stainless

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Re: New flight sim project
« Reply #157 on: November 11, 2014, 03:07:57 AM »

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SAS~Storebror

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Re: New flight sim project
« Reply #158 on: November 11, 2014, 04:02:18 AM »

I've put a test view of the F4 mod here http://stainlessbeer.weebly.com/uploads/3/2/9/6/3296541/webversion.unity3d
Can't publish it on my site, doesn't work.
Any body willing to get it working?
Sorry, I'm late to the party. You can see it "live" here:
https://www.sas1946.com/downloads/essentialsas/stainless/unity3d_f4_v1/

Best regards - Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: New flight sim project
« Reply #159 on: November 11, 2014, 04:14:15 AM »

Thanks for putting it up.

Looks like shit though, shadows stopped working, lighting is crap, so much for unity!

Anyway I need help.

I want to do realistic air modelling and the best technique currently available is a systme called MetPhoMod.

But I can't find source code and all the sites are in German. Anyone have a look for me please.


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SAS~Storebror

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Re: New flight sim project
« Reply #160 on: November 11, 2014, 04:32:29 AM »

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Don't split your mentality without thinking twice.

Stainless

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Re: New flight sim project
« Reply #161 on: November 11, 2014, 06:10:05 AM »

That be the very chappy, cheers

I will digest it on the way home and see how we can use it.

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mojojojo

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Re: New flight sim project
« Reply #162 on: November 11, 2014, 10:45:40 AM »

My only real gripe with IL-2 right now is the already stated lack of multithreading for the CPU, and the lack of newer graphics effects, particularly lighting. Other than that, it has held up remarkably well for such an old game.
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Stainless

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Re: New flight sim project
« Reply #163 on: November 14, 2014, 02:09:08 AM »

Okay I have been thinking, and although I am making very good progress on all the back end stuff, the pretty stuff has been ignored.

I want to change that.

So I am asking for some help.

What I need is at least one aircraft with a bump map, otherwise known as a normal map.

The bump map is a cheap way of adding more detail to a mesh. It works by modifying the normal used in the lighting calculation so two pixels side by side on a flat polygon can have different lighting.

Any of you who are using blender or 3ds max should be able to create one for me.

Ideally I would like the B17G , but I will happily take any aircraft I can get.

Anyone up for it?



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Ghost129er

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Re: New flight sim project
« Reply #164 on: November 14, 2014, 02:12:20 AM »

Lemme see! I really wanna put a model to good use, I can make one, but, school is crushing my schedule..
Do you need it ASAP or can I work on it now and then a bit? ;-;
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Stainless

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Re: New flight sim project
« Reply #165 on: November 14, 2014, 04:44:15 AM »

I have plenty to work on, but it can get a bit boring looking at streams of floating point numbers going by.

It's really nice to see that the carburetor head temperature is behaving as you expect it to do, really nice to know that setting the fuel feed richness produces the correct effects, but it's not the same as seeing an aircraft mesh rendering go from a 10 year old image to a 2 year old image  8)

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Herra Tohtori

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Re: New flight sim project
« Reply #166 on: November 14, 2014, 10:22:30 AM »

Just to differentiate on a somewhat important point - bump map is not the same as normal map.

Bump map is a height map, where the greyscale information is stored as difference from "neutral" elevation - bumps are bright, recesses are dark.

Normal map stores information in two channels in case of tangent space normal maps, which are more common for gaming graphics, or three channels in the case of object space normal maps which are more common in static renders. The information in normal maps is the normal vector of the surface - that is, vector that points directly away from the surface at any given pixel.

The big difference is that a bump map stores a relative elevation difference, while normal maps store the absolute surface normal vector (within certain limits in the case of tangent space maps).

To make an example - if you have a height map for a small object and your shaders are set to scale the elevation of the surface by let's say 5 centimetres both ways from "neutral" position, you can have good results with one size. But if you scale the object up by a factor of ten, the surface elevation differences will still be 5 centimetres unless you specifically code your shader to scale the bump mapping with the object's scale.

By contrast, if you use normal maps, the apparent surface details will automatically scale up if you increase the size of an object.


Of course, historically speaking, normal mapping has often been synonymous to "bump mapping" - many applications have done on-the-fly interpolation of the height map to generate normal vectors for the object, but it's more efficient (and overall gives better results) to use normal maps.

A newer rendering technique that actually does use height maps, and is therefore "true" bump mapping, is called displacement mapping. In that, the height map doesn't just make the surface look like it has bumps and crevices, it actually applies a physical modifier to the model's surface to translate up or down from neutral position. This technique produces more realistic results than normal mapping since the detail is also apparent in the silhouette of the model's shape, rather than just based on lighting on the surface.

For example if you have an oblate spheroid that you want to use to render Earth, you can use either a normal map to generate the appearance of surface details like mountains, and that will look perfectly fine in most renders. But if you focus on the horizon, you might want mountains that rise up from the surface, and normal mapping can't do that; for that effect, displacement mapping is needed to "lift" the mountains up from the sea level.

Displacement mapping is more computationally expensive than normal mapping, though, and usually used in static renders. And you do need to ensure that the scaling - or amount of displacement - is appropriate on a per-model basis.
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Stainless

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Re: New flight sim project
« Reply #167 on: November 15, 2014, 12:47:28 AM »

That's a good point, hmmm....

Displacement maps are very expensive because they move all the calculations from the vertex shader into the pixel shader.

However since I am going to be doing several renderers to support different power machines, I might as well do both.

So if anyone can give me a mesh with a displacement map and a normal map, I'll do the first three rendererers.

1) No normals or displacement
2) Normal mapped
3) Normal mapped and displacement mapped
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