pilotpierre Posted February 5, 2017 Posted February 5, 2017 (edited) Pardon my ignorance but what are they? Edited February 5, 2017 by pilotpierre
Finkeren Posted February 5, 2017 Posted February 5, 2017 Here's what they are: Damn nice lookin'. Also: Bump maps are a layer that makes a flat texture appear to have a topography in a similar fashion to the alpha layer that makes textures more or less reflective in different places.
pilotpierre Posted February 5, 2017 Author Posted February 5, 2017 Does everyone benefit or only those with the latest super dooper rigs?
Finkeren Posted February 5, 2017 Posted February 5, 2017 Everyone benefits, just try downloadning one of the new community made 4K skins and see the difference. It will be even better now that the skinners can get their hands on the bump maps. The one major disadvantage is, that the 4K skin files are approx. 6 times larger than the normal skins, meaning that on slower PCs you might see a reemergence of the issue of skins taking a short while to load in-game. They also represent a bigger memory load, but in the grand scheme of things it's pretty insignificant and shouldn't make a difference. 1
Dakpilot Posted February 5, 2017 Posted February 5, 2017 4096 X 4096 resolution/quality skins are pretty much industry standard now previously with 32 bit and DX9 this was a limitation, now 64 bit and DX11 has allowed IL-2 BoS to reach 'current' basic standards Giving access to the bump maps has allowed skinners to also upgrade them to 4K res standard and also to allow changes to Templates more easily compatible with more benefit Cheers Dakpilot
SCG_Space_Ghost Posted February 5, 2017 Posted February 5, 2017 Simply put with no technical jargon: the best thing since sliced bread if you're looking for master quality skins.
RAY-EU Posted February 5, 2017 Posted February 5, 2017 Ok thanks , lets test it . But may be need the future Nvidia Titan Z Volta 2xSli coming in March 2017 . to move the new32" Asus 4k Nvidia-Monitor . Optimun funtions While I Would prefer future the HTC Vive 4K but here is the convination to join the 2 platforms in one I see : May be ? The new next Htc Vive 4K . They are working on the next future VR 4K joining the 2 platforms in one shoot .? Coming soon ? 2017 .
Finkeren Posted February 5, 2017 Posted February 5, 2017 Ok thanks , lets test it . But may be need the future Nvidia Titan Z Volta 2xSli coming in March 2017 . to move the new32" Asus 4k Nvidia-Monitor . Optimun funtions While I Would prefer future the HTC Vive 4K but here is the convination to join the 2 platforms in one I see : May be ? The new next Htc Vive 4K . They are working on the next future VR 4K joining the 2 platforms in one shoot .? Coming soon ? 2017 . Que? We are talking about 4K textures for skins. What's that got to fo with VR?
RAY-EU Posted February 5, 2017 Posted February 5, 2017 Htc Vive or the Oculus Can nor be 4k in the future ? Or 8k ? Do you undererstand this ?
Gambit21 Posted February 5, 2017 Posted February 5, 2017 (edited) Que? We are talking about 4K textures for skins. What's that got to fo with VR? Yeah - that made zero senseI use 6k and sometimes 8k textures on my 3D aircraft models/renders - imagine that in-game! someday Htc Vive or the Oculus Can nor be 4k in the future ?Or 8k ? Do you undererstand this ? In relation to the actual subject matter of the thread - no. Edited February 5, 2017 by Gambit21
RAY-EU Posted February 5, 2017 Posted February 5, 2017 No a Htc Vive 4k Yea thats makes 0 sense ? And Htc vive and Oculus is on develope !
Finkeren Posted February 5, 2017 Posted February 5, 2017 No a Htc Vive 4k Yea thats makes 0 sense ? And Htc vive and Oculus is on develope ! It makes zero sense in relation to this topic, yeah.
RAY-EU Posted February 5, 2017 Posted February 5, 2017 Yes! , on this topic . And the future of the Sim do not matter or underestand ? Oculus 4k & Htc Vive 4k .
SCG_Space_Ghost Posted February 5, 2017 Posted February 5, 2017 TIL this is apparently a 4K VR thread now because Ray said so.
Blutaar Posted February 5, 2017 Posted February 5, 2017 I think they are talking about texture resolution and not pixel/screen resolution or did i understand something wrong?. Maybe you get confused by the term 4k i dont know.
Gambit21 Posted February 5, 2017 Posted February 5, 2017 I think they are talking about texture resolution and not pixel/screen resolution or did i understand something wrong?. Maybe you get confused by the term 4k i dont know. Yeah he's confused.
RAY-EU Posted February 5, 2017 Posted February 5, 2017 Sorry is more complex , I do not know at all this campus . My escuses . I only try to see if they could apply for the 4k helmets . My question ? When is 4 k resolution is all the parts of the sim ? Or only the cabin of the plane and some parts . I will try to studi and learn this topic only read Soorry agaim Finkeren , nice pic . Thanks to all ! Good night !
Gambit21 Posted February 5, 2017 Posted February 5, 2017 English is not your native language, no worries. The discussion is about the size of the texture maps applied to the aircraft (paint/skin) not anything to do with monitors or VR etc.
SOLIDKREATE Posted February 5, 2017 Posted February 5, 2017 I just want to know where the bump maps are
Danziger Posted February 5, 2017 Posted February 5, 2017 Pardon my ignorance but what are they? Basically it's $4000 to bump map your skin. It's the latest gimmick your dermatologist will try to sucker you into buying. They claim it makes you look so much younger but I'm sure it's just BS like all those other treatments. Just accept that you can't postpone old age and you'll be much happier.
Pierre64 Posted February 6, 2017 Posted February 6, 2017 (edited) I just want to know where the bump maps are You will find the normal maps here : C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Battle of Moscow\data\graphics\Planes Edited February 6, 2017 by Pierre64
pilotpierre Posted February 6, 2017 Author Posted February 6, 2017 Basically it's $4000 to bump map your skin. It's the latest gimmick your dermatologist will try to sucker you into buying. They claim it makes you look so much younger but I'm sure it's just BS like all those other treatments. Just accept that you can't postpone old age and you'll be much happier. At age 70, I long ago realised you can postpone old age, but you can make it more pleasurable by staying active. However thanks for the warning, you just saved me $4,000.
Jade_Monkey Posted February 6, 2017 Posted February 6, 2017 (edited) 4K skins are just higher resolution skins that have nothing to do with the 4K monitors/TVs. It allows the game to display finer skins with less pixelated details (at the cost of more video memory?). Bump mapping is a technique for lighting that makes a smooth surface look like it has dents or protuberances without actually changing the shape of the surface. The wiki article with the orange is a good example: https://en.wikipedia.org/wiki/Bump_mapping Imagine that with the rivets on the planes surface. Edited February 6, 2017 by Jade_Monkey
BlackHellHound1 Posted February 6, 2017 Posted February 6, 2017 I just want to know where the bump maps are Go to X\IL-2 Sturmovik Battle of Stalingrad\data\graphics\Planes\(plane)\Textures Also, the Normal maps (they are not bump maps) are applied to all planes of a type. This means that if you change something (like I am doing with my F-4 and F-2 project) The lines won't line up anymore with the default skins. BlackHellHound1
Vorondil Posted February 6, 2017 Posted February 6, 2017 A lot has been said already, but maybe I can add some insight into textures and normal maps*, as I have some background in hobbyist 3D-modelling, game programming, and texturing. In short, a 4k texture is a texture map with dimensions of 4096 x 4096 pixels. It seems IL2:BoS current textures are of the 2k standard, or 2048x2048 pixels. I other words, a plane's texture can now contain 4 times the amount of detail (and data) per texture (or twice per side of texture) compared to previously. The effect this has is simply, that planes using a 4k texture will look twice as 'crisp and clear' in terms of visual surface details. When speaking of a Diffuse Map (the texture layer containing colour details, markings, and such features) things like panel lines, rivets, high-contrast borders between the colour fields of markings, tail numbers and such things will be more sharply defined. This is especially apparent when zooming in quite close. In terms of Normal Maps*, an increase from to 4k allows for more sharply defined specular highlights, a smoother surface illumination on features meant to look rounded, and crisper surface shading on features meant to be sharp. What is a Normal Map* then? It is a texture layer, where every texel's RGB colour value directly encodes the XYZ value of that particular point on the plane's 3D-mesh. It is used for lighting and shading, and adding details onto a surface without having to model that detail with 3D-geometry. For example, Instead of 3D-modelling every rivet and panel line on a plane's wing (which would be resource-heavy), they are added in the normal map. The graphics card then applies highlights and shades in order to make that feature look 3-dimensional, when it is actually flat. The same functions can also make corners of 3D-meshes look rounded, without using extra polygons. Thus for example, the outer thread on a tyre, or the round profile of a oil barrel, can look round in terms of light reflection and shading, while actually being somewhat edgy in terms of 3D-mesh. Do note however, that Normal Maps do nothing in terms of rounding the actual mesh of the object. When looking at edges from a shallow angle, they might still look quite sharp and edgy, as Normal Maps do not change the outline of the mesh. That's a job for Displacement Maps and Tessellation, which requires DirectX11 or later. *The word Bump Map has been used in posts above and in other writing, but this appears incorrect. While Bump Maps and Normal Maps do a similar job in terms of adding surface detail through shading, there are distinct technical differences. What I see in the game folders are Tangent-Space Normal Maps, not Bump Maps. Bump Maps are typically greyscale images that fake surface details by encoding a directionless surface height changes in the face of the 3D-models mesh. In other words, they are very similar to height maps. A Normal Map however, uses the RGB channels of the texture to encode the XYZ values of a surface-relative vector for every texel. These XYZ-vectors are noticeably better at emulating say, rounded edges and surfaces, and are (generally) a wee bit faster than bump maps when computing surface illuminations and specular highlights. This is because such lighting is calculated by using a surface point's normal vector, which in the case of a Normal Map can be read directly from the colour data. In the case of a Bump Map, the surface normal would have to be calculated by analyzing neighbouring texels. P.S: Another possible use of an increase to 4k could be, to hypothetically improve on the relative texel density between say, small planes and large bombers. If a smaller plane (such as the I-16) uses a 2k texture, and is placed next to a very large plane (let's say... an Me-323) that also uses a 2k texture, the larger plane's texturing will appear less clearly defined, because the 2k texture is stretched over a larger surface area. Using 4k textures on large planes would improve on that. P.P.S: I'll also add that, because it came up above, and for sake of fullness; The term '4k' in terms of texture dimensions at 4096x4096 texels, has no connection to the '4k' used by TV and monitor companies to represent a [16:9] screen size of 3840x2160 pixels. ^^' 3
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