Jump to content

Picchio

Founders [premium]
  • Content Count

    846
  • Joined

  • Last visited

Community Reputation

307 Excellent

About Picchio

  • Rank
    Founder

Profile Information

  • Gender
    Male
  • Location
    elsewhere, Italy

Recent Profile Visitors

1794 profile views
  1. The theatre alone might be well worth the wait. Keep up the good work!
  2. Polygons define the resolution of a 3D object. Pixels define the resolution of a 2D image. I'm only working on the diffuse and alpha texture map, which is a 2D image. There is no point increasing the resolution beyond what the engine supports (4096x4096). You don't just upsample things and that's it. A weathered surface is extremely complex to represent correctly and realistically. A good case-study is the MiG-21 done by the Leatherneck team. Also, it uses 10+ texture maps for the cockpit alone. For the Folgore, I can only work on 3 maps. Other than this, it's pretty obvious that I am working on a larger texture than the original. Look at the weathering detail and at the reflection on the compass a few posts back. For more questions regarding technical aspects I strongly invite you to continue the conversation via PM.
  3. I'm simply trying to achieve a convicing result (as close to its real appearance) given the limits imposed by the graphics engine. I'm not touching shaders, just texture maps. The issue with glossiness is that the Alpha layer also controls transparency, ranging from 0 (black) to 255 (white). Black means transparent and matt; white means opaque and glossy. You can see how I can't make that glass both glossy and transparent at the same time.
  4. Thank you for your feedback but (again) let's keep the thread focused. For the glossiness of the black paint, I can adjust it easily but from what I observed in the real cockpit (just yesterday), it looked quite matt. Also, I don't like pure blacks. Here's a few more comparison images. Default: Mod:
  5. So, here's the new instrument panel: I'm doing my best to replicate the appearance of the real panel. I'd be curious to know exactly how its roughness was achieved and what was its purpose, but I haven't found any useful information for now. There's also a first attempt at a glass texture covering the instruments. We'll see how this goes. I've also included improvements to the lettering on the flight stick, and a few touches to the Alpha layer. Here are a few comparison images, taking a closer look. Shot at the same conditions, matching the sun position in relation to the cockpit as close as possible. Many details are WIP. Default: Mod: And here's an overall look. Default: Mod:
  6. Screen-space reflections wouldn't really work that way, bro. SSR works when your POV is within a narrowish angle to the reflective surface, and the objects to be reflected would need to be within the rendered view. In my mod I tested some alternatives to simulate the glass surface. They kinda work but I need to figure out a solution for the surface of the gyro horizon. I'll show the result with a small update, later today.
  7. Well, other than a few recent exceptions, cockpits don't use normals at all, but I don't think SSR could provide serious benefits for interiors. As far as I can observe and understand, even if normals were introduced for all older planes and for all cockpits' textures, other changes would be required in order to make them look right. I don't know how big or how small these changes would need to be: as you mentioned, different shaders are used for these parts. Besides, HDR is obviously turned off Sure! I will with the next updates.
  8. Simply put, different materials, in reality, react differently to light according to their physical properties. Imagine having different materials of the same color (the diffuse map): you'd be able to tell each material from another just by looking at the way it is lit or shaded. Currently, the graphics engine will only allow you to approximate glossyness. For diffuse maps used for external textures (aircraft skins) it's ok because these work in conjunction with normal maps and other information (you can see the bumpiness on the metal surface of a wing reacting to direct and indirect light). The good news is that newer aircraft do have normal maps for some cockpit parts (the leather cushion on the gunsight of the 190 Dora): for older models, similar effects can be approximated through the Alpha channel map. Anyway, original cockpit textures do have a rather low resolution, yes; but the polygon count for the 3D shapes themselves is fine. Reshade can access the game's depth buffer at the expense of any anti-aliasing (not really sure about "any" but I gave up on testing it). There are other issues with how the depth buffer works in this game. I suggest you take a look and ask your questions here: https://forum.il2sturmovik.com/topic/17096-reshade-for-sweetfx I hope my answer was helpful, even if very simplified. I'd appreciate it if we can keep the thread on-topic.
  9. The change is in the specular/gloss map, or the Alpha channel which is embedded in the diffuse map. A well detailed specular map is just as important as the diffuse map: even with a limited resolution, it really allows to give more substance to the representation of different materials, if used wisely. You will see it reacting to sunlight and other light sources (I find it to be particularly satisfying when cockpit lights are on), but it won't react well (if not at all, sigh!) to ambient light. Areas covered by shadows will just show the diffuse map, without the possibility for more detail (in short, that's why many cockpits look so flat). In this case, I think a good diffuse map would be essential; by this, I mean that in a non-PBR engine, all textures in a diffuse map would need to be "painted" with special attention to indirect lighting, ambient lighting and occlusion (SSAO is a lot more useful when highlights are already in the diffuse map). And that's what I'd like to achieve for the moment, I'm aiming for a basic/correct representation of materials, color and structure. Examples: By the way, I will be deeply grateful to anyone who finds the location of this part in the original texture:
  10. I'd be glad to help in testing the content for Flying Circus - I'll admit I possess no particular knowledge or competence regarding WWI aircraft in technical terms but I fell in love with RoF many years back. That said, I am extremely interested in the recreation of the Arras map. Both urban and natural landscapes, especially when represented in their historical context are just my thing (note: an important part of my recent Master's thesis involved a deep study of "cultural landscapes" during the early 1900s).
  11. Native italian here, I'll offer any help I can.
  12. Testing the possibilities of simple (sort of) Alpha channel tweaks.
  13. You shouldn't rename anything, just copy-paste the folder structure. The files you have in your folder belong to other modifications you have installed (a default texture, a normal map, and a damage texture map). The ones that are present here are read and used by the game as long as Mods-on is active. Each filename uses a suffix and a number that matches a specific part (skin, cockpit, glass, prop blur, damage etc.) but the numbering sequence isn't always the same. You can easily take a look into the .gtp archives and see for yourself. As you see I had deleted my post. I will reupload the files later, I must check a few things.
×
×
  • Create New...