"Phu Bai Redux" is ready for testing....
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#31: Re: "Phu Bai Redux" is ready for testing.... Author: Uhu_FledermausLocation: Blaricum, The Netherlands ~GMT+1 PostPosted: Mon Jul 31, 2006 12:49 am
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To answer a few questions that have arisen here:

Trees : all the trees I could lay may hands on are included in the Environmental pack, so as far as I can detect people that don't have it installed will not see them particular trees, people that have installed it will see the trees.

I can sort 'm all out and make a separate tree package if you are interrested

Ground textures: for this also I did a lot of searching and testing to come up with a mixture that would be representative (as far as possible within fs9) therefore there are some differences with the stock MS textures

Frame Rates : I have noticed a slight hit on the FPS when overflying the scenery, I think it's comes down to do a online test with preferebly a larger number of people to check what the effects are in a multiplayer environment.

Screenshots : I posted up a number of screenies and added the links for the full pic's so all can check out the finer details of the scenery, it's just an overview but I think it gives a good general impression of what is been achieved so far, wich imho is absolutely great, special thankx to Ascout, Stoopy and fr8ycat

I gladly act as guinee piglet for what ever task comes up


fled
Cool

#32: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 1:04 am
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Stoop and Fled...

OK, we can confirm that Enviro. Pack impacts some colors. Nuthin' to do 'bout 'dat but flick it off for this scenery.

Since "Trees" are integral to enviro pack, we should have them in the Phu Bai package separately to be sure my victims, errr...downloaders, get the trees. They absolutely are needed for accruracy and add a lot (Note: there were few palm trees in this area, so far north, so don't nobody miss 'em)

Yes, Fled, I think maybe a more efficient way to install just the trees and textures needed would be very welcome. When I re-uploaded, I stuck in every tree texture I had, about 15 of them...not all are needed (ain't got no willow trees in there, but the tex files are included....a little more than a megabyte of files are in those textures. If you can suggest a better way to include those that respect Gerrish's wishes, I'd 'preciate it!

All the screenshots were very helpful and all is in order except for what's noted. I have just added an Army Water Buffalo on a stand as a shower per a suggestion from Tom Payne for the red hootch thing mid-field...Ya'll don't have that in yours. It works great.

If someone could grab some screenies over at the 8th Radio Research station and the SOG base, that'd be nice, just to be sure.

I'll upload a final version of my bit tonight or tomorrow and will wait to see what Fled can whittle it down to tree-wise.

Big help, feller's, thanks. I'd sure like to know what's floating Wingnuts plane and G.I. at the terminal, though. May need an additonal few testers to make sure it's an isolated anomaly.

#33: Re: "Phu Bai Redux" is ready for testing.... Author: Uhu_FledermausLocation: Blaricum, The Netherlands ~GMT+1 PostPosted: Mon Jul 31, 2006 1:11 am
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Ascout,
If it's OK with you I'll get that tree stuff sorted for you tomorow, as now it's 04:11 in the morning here and I'm a bit nackered.


fled

#34: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 1:24 am
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Fled...
we've waited this long, what's a few days even? Don't stress yourself, I've got a couple of polishes to do and there's the water buffalo thing. Take yer time, Bud!


#35: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-StoopyLocation: Group W bench PostPosted: Mon Jul 31, 2006 1:27 am
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- JG300-Ascout
If someone could grab some screenies over at the 8th Radio Research station and the SOG base, that'd be nice, just to be sure.


Can do, just refresh my memory just exactly which is which....

#36: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-fr8ycatLocation: Los Angeles PostPosted: Mon Jul 31, 2006 1:44 am
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Heading out the door to work but will get the new vers. tomorrow morning and try it out.

#37: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 1:59 am
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- JG300-Stoopy
- JG300-Ascout
If someone could grab some screenies over at the 8th Radio Research station and the SOG base, that'd be nice, just to be sure.


Can do, just refresh my memory just exactly which is which....


Don't matter, I need 'em both and don't ya' think I 'll recognize 'em? Laughing

(Hint: RADIO Research is likely to have some big honkin' antenna's Wink )

#38: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-StoopyLocation: Group W bench PostPosted: Mon Jul 31, 2006 10:35 am
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This'd be with the terrain mesh on....








#39: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 12:33 pm
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Thanks, Stoopy....those look just right.


#40: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 1:01 pm
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This is a great pic, Fled. It illustrates perfectly the relationship of my "added" Hill 180 to the actual terrain when Baptiste's mesh is on.



In this mode, it is completly redundant and is one reason I might release a mesh and no-mesh version. It probably hits frames a fair lick, too.

I can easily provide it in both formats, though how this would work in the mission pack isn't clear. I'm open to suggestions about this.

For those without mesh, it's absolutely essential. As Al Simms pointed out, it's a helpful "navaid" for finding the airport in the first place and was integral to operations in the area. It's completely absent in FS2004 stock scenery.

The real magilla can be seen here:




...and here is a great close up of the terminal ramp from the air...before the addition of the extra taxiway was completed. (I'll post URL so you can see full-size)

img.photobucket.com/al...PhuBai.jpg


#41: Re: "Phu Bai Redux" is ready for testing.... Author: Uhu_FledermausLocation: Blaricum, The Netherlands ~GMT+1 PostPosted: Mon Jul 31, 2006 4:39 pm
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Rolling Eyes

Well, as we are testing, I tought of another "trick" to add to the confusion Laughing

I installed VOZ Northern region (as it's the greenest one)

this is what I came up with with VOZ North active


www.com-central.net/us.../PB_20.jpg


www.com-central.net/us.../PB_21.jpg


www.com-central.net/us.../PB_22.jpg


www.com-central.net/us.../PB_23.jpg


www.com-central.net/us.../PB_24.jpg


www.com-central.net/us.../PB_25.jpg


www.com-central.net/us.../PB_26.jpg
this top down view with ComC envipack v2.06 active

added the direct link for each piccie so you can see it full size

Have SEA Mesh part 1-5 installed and active
Also getting near them choppers on the 27 end the FPS really collaps from my set to 20 to around 8, not shure what is causing that.

As for the 3 text's I'll send you a PM Ascout


fled
Cool

#42: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 4:54 pm
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Fled,

I'm guessing you were facing west when you neared the choppers on 27? The hit is greatest if you are on the east side of the field looking west...because (I think) you have ALL that STUFF in front of your field of view, as well as Camp Eagle (if you have it installed) and the Vietnam cordillera mountains in the distance.

Re: Enviro Pack 2.06 and this view below:

I don't care for this effect. One, the roads seem to go into lakes that don't actually exist. Two, I think I'm seeing palm trees and these were not seen in this area then...and precious few even now, except along the Perfume River in a few places and I don't think even that is natural. This is not the "tropical jungly" bit of Vietnam like the delta and other areas further south. Is that a golf course off there to the right?!

I notice your other effect in the pics above these show the wires on the C130 to be correct color.


#43: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-AscoutLocation: Cyberspace PostPosted: Mon Jul 31, 2006 5:02 pm
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Ya' know, I'm giving serious thought to deleting the camp on the WNW side of the airfield. It isn't integral to the airbase, per se, and is in the line of view where framerates are the most vulnerable. I'd rather have a highly detailed airfield with better frames than more peripheral stuff that hurt the experience.

Comments?

#44: Re: "Phu Bai Redux" is ready for testing.... Author: Uhu_FledermausLocation: Blaricum, The Netherlands ~GMT+1 PostPosted: Mon Jul 31, 2006 5:13 pm
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check yer PM Ascout

As for the WNW camp, isn't it possible to make that more "FPS friendly" ?

Just thinking outloud here as it would be a shame not having that there as it should.

I aggree with you that there where no PALM trees there Laughing I'll have to switch the stuff to "stock textures" to see as to what it looks then

In case off buzz me and we maybe can hav a brief chat on TS saves a hell of a lot of typing Laughing


fled

#45: Re: "Phu Bai Redux" is ready for testing.... Author: JG300-StoopyLocation: Group W bench PostPosted: Mon Jul 31, 2006 5:38 pm
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- JG300-Ascout
Ya' know, I'm giving serious thought to deleting the camp on the WNW side of the airfield. It isn't integral to the airbase, per se, and is in the line of view where framerates are the most vulnerable. I'd rather have a highly detailed airfield with better frames than more peripheral stuff that hurt the experience.

Comments?


I'd agree with ya.



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