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Author Topic: Light in the IL2 by carsmaster  (Read 158418 times)

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SAS~Skipper

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Re: Light in the IL2 (beta)
« Reply #12 on: March 31, 2011, 07:39:10 AM »

We are working to teach Il use textures 2048x2048 for aircraft and 1024 for objects.
We are a great shortage of such textures for appliances, cockpits, tanks ....









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SAS~Csocso

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Re: Light in the IL2 (beta)
« Reply #13 on: March 31, 2011, 07:57:51 AM »

We are working to teach Il use textures 2048x2048 for aircraft and 1024 for objects.
We are a great shortage of such textures for appliances, cockpits, tanks ....

Sounds brilliant!
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Thunda

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Re: Light in the IL2 (beta)
« Reply #14 on: March 31, 2011, 08:14:11 AM »

Hear hear! Those screen shots look amazing- keep up the good work!
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shardana

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Re: Light in the IL2 (beta)
« Reply #15 on: March 31, 2011, 10:46:29 AM »

Skipper it works and I can confirm that everyting seems to look more defined, planes, cockpits and landscape!!
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Paulo Hirth

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Re: Light in the IL2 (beta)
« Reply #16 on: March 31, 2011, 01:03:28 PM »

 Thank you Gumpy for upload!
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Badmuthafunker

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Re: Light in the IL2 (beta)
« Reply #17 on: March 31, 2011, 01:30:37 PM »

Any chance of an alternative dowload link for the 4.101 version? The site's apparently a bit naughty according to Norton community reviews.
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SAS~Skipper

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Re: Light in the IL2 (beta)
« Reply #18 on: March 31, 2011, 01:45:50 PM »

https://www.mediafire.com/?joixndondz6h4yi    Again with Skippers permission.Thanks Skipper!
This is 4.101.
For the 4.09 install 4.101 and replace the class files from the enclosure
https://www.sas1946.com/main/index.php/topic,14789.msg158466.html#msg158466
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Uufflakke

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Re: Light in the IL2 (beta)
« Reply #19 on: March 31, 2011, 01:48:10 PM »

Thanks for the 4.09 d/l version. Gonna try that out tomorrow to see the differences.
About the light in IL2 I've been trying to achieve something else which doesn't seem to work (yet).
As you know by adding bump maps the groundtextures gets more vivid and gets more depth because of the light/shadow effect. And more interesting in this case, the shadows follow the direction of the sunlight.
The cockpit textures are also .tga's and it would be nice to have bump maps added to them. Then the light/shadow effect would be way more visible as you move your plane in all kind of directions in relation to the position of the sun. I know the bump maps are only useful on cockpit parts which have a structure themselves like the seat with cushion or a control panel with chipped off paint for instance.
But for whatever reason the bump maps don't seem to work. I think it would make the cockpit view more vivid if it works.
Have you ever tried that out or is there an obvious reason why it doesn't work?

Interesting topic by the way. Especially the 2048x2048 textures. But I think I will have a CTD when I have ten tanks in game.  ;)
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SAS~Skipper

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Re: Light in the IL2 (beta)
« Reply #20 on: March 31, 2011, 01:54:39 PM »

Ten tanks ....
I am sure that ten bullets for that file badly configured effects do more harm than one large structure which is used by 20 tanks.
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Avala

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Re: Light in the IL2 (beta)
« Reply #21 on: March 31, 2011, 04:09:46 PM »

Tried it. I must say that I cant see the difference on the planes, or in the cockpit. That could be because I already use "Planeshine" which already alters the "light" in-game.

But, I think that I see difference in overall quality of picture, it looks sharper and more vivid. Also I think that I have more FPS now. I know that this could be placebo, but it seems like that.

I have a few questions:

What exactly we should look for, and is it only light, or in this way some other effects can be achieved?
And, what "scratches.tga" do? I know for "glares", but cant figure out for "scratches"? I even made my little testings  :)


I'm sure that engine itself is capable of bump mapping in cockpits, but that must be coded in engine somehow. I think that it is not now. And if you see one tank with big texture, you saw all of them  :) It takes only one place in memory.
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SAS~Skipper

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Re: Light in the IL2 (beta)
« Reply #22 on: March 31, 2011, 10:57:52 PM »

It takes only one place in memory.
Of course! Files .eff that have incorrect rates are calculated every time a texture is one at all. Yes.
In any case we must carefully prepare files .mat and .eff.
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SAS~Skipper

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Re: Light in the IL2 (beta)
« Reply #23 on: April 01, 2011, 01:19:05 AM »

Tried it. I must say that I cant see the difference on the planes, or in the cockpit. That could be because I already use "Planeshine" which already alters the "light" in-game.

I have a few questions:

And, what "scratches.tga" do? I know for "glares", but cant figure out for "scratches"? I even made my little testings  :)


Maybe you confuse brilliance and light?
This is roughly similar to the physical concept of luminosity (radiation from the object) and object illumination from another source.
hard to say in a foreign language. ((


Scratches appear only on those saves, where they already exist in the texture of glass.
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