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Author Topic: More detailed skins  (Read 1235 times)

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agracier

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Re: More detailed skins
« Reply #36 on: January 21, 2012, 07:15:15 AM »

Exactly-dont understand the slightly lukewarm response, but I for one am really excited about the possiblities.

Think of Cliffs of Dover - a wonderful idea, should have great detail and look fantastic. The only thing is, you need to use a supercomputer to get any kind of decent playability out of it. And if you need to set it at a lower setting just to be able to play it, what is the use of going to all the extra trouble of making hi res skins in the first place? And who is going to make them anyway?
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Thunda

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Re: More detailed skins
« Reply #37 on: January 21, 2012, 07:24:57 AM »

Well hopefully, some of the highly skilled skinners we have around here will come up with mech layers/stencil sets and templates which would make the skinning process much quicker. Apparently, Buhli already has created some for the Spit. Also, if you read through the thread, some of the people making this mod have already said that 2048 X 2048 isnt particularly resource hungry. Read Rocks post on page 2 of this thread: "According to the guys working on the mod who all at A&A are in direct contact with, Performance in general has not been an issue. There's the odd lag spike which they are working to fix, But other than that, it's fine."

CFS3 used to use 2048 X 2048, so it cant be that bad. Anyway, Im going to try the Beta this weekend, so we shall see! ;)
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agracier

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Re: More detailed skins
« Reply #38 on: January 21, 2012, 07:44:41 AM »

Of course I hope so too, any improvements are always welcome. I'm just thinking of all the extra effort that will be needed to make skins that size, with such increased detail.

If you've ever made a 1024 template, you'll know it is not something you can finish off in a day of free time ... so a 2048 template is magnitudes more complicated ... and time consuming and it all comes from people's free time.

I'm just saying that the thousands of skins now available would slow down to a trickle ... and be nothing but 109's and Spit's anyway ... sigh
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Avala

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Re: More detailed skins
« Reply #39 on: January 21, 2012, 10:33:47 AM »

Bigger skins shouldn't be a problem for a hardware (especially graphic cards) newer than some 7 years. It is just matter of memory, and one texture takes only one place in memory (for maps 1Mb for one texture) and then just repeats.

Problem could be IL2's engine. Carsmaster made it for bigger textures, but how graphic engine will render it. Also, it is not so nice on old blocky looking planes (too low polygon count), we need planes with more polygons. I would say that this, at the moment, is more suitable for the ground, trees, vehicles, ships, than for the planes.
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carsmaster

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Re: More detailed skins
« Reply #40 on: January 21, 2012, 10:44:03 AM »

... I would say that this, at the moment, is more suitable for the ground, trees, vehicles, ships, than for the planes.
Yes earth structures in 4096 pixels look perfectly!!
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Phas3e

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Re: More detailed skins
« Reply #41 on: January 21, 2012, 02:47:28 PM »

Of course I hope so too, any improvements are always welcome. I'm just thinking of all the extra effort that will be needed to make skins that size, with such increased detail.

If you've ever made a 1024 template, you'll know it is not something you can finish off in a day of free time ... so a 2048 template is magnitudes more complicated ... and time consuming and it all comes from people's free time.

I'm just saying that the thousands of skins now available would slow down to a trickle ... and be nothing but 109's and Spit's anyway ... sigh

no ones asking anyone to only skin in a higher res, if they feel they cant do it stick to 1024.
I doubt I will soley go to the new scale but any new templates I decide to make will be in 2048x2048 simply because as a skinner I relish the chance to add details to a skin that in 1024 would be hidden by a quick swipe of blur.

Also not every aircraft is covered in detail in books or walkarounds at museums to allow us to get all those details in, at the moment I wouldnt make a G55 or Macchi 202/205 in the larger scale because I dont have an accurate layout for the rivets on those aircraft.
Also the fact that warping on some models may not be helped visually by the better textures may make people decide not to do it.

As for the 109s and spits, who cares, people can skin and make what they want.
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juanmalapuente

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Re: More detailed skins
« Reply #42 on: January 21, 2012, 04:44:24 PM »

The result in trees is really impressive. The aspect of the field in the map picture is a little "pictorial" to me, but I guess It will depend on the map, and you'll need more photographic-like textures to make them credible. About the planes, It's wonderful all the detail, but I agree that makes more evident all the problems with polygons and fitting of different parts. You can see it even in the pictures posted as example.
Anyway, I'd love to have the chance to try it if, as they say, it works without any fps or memory problems. About skin making...I agree with Agracier in the huge work they'll be. There're tons of skins made for the lower resolution and we'll need to start all over, but It will worth the effort if it works fine.
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UP~Boomer

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Re: More detailed skins
« Reply #43 on: January 22, 2012, 03:53:25 AM »

Lets remember...
The pics of the map were,
nothing more than some experimenting

As with the skins,or maps
It is akin to making wine... things get better with time and effort
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