Thursday 13 October 2011

Random Pics of the Day

Starting to feel the pressure now. Both the financial and stress factors are weighing in. Doesn't stop me working but it's hard to switch off. On the business side there's a ton of things on the to-do list, it all eats time taken from production.

Spooky, ok so the lip light isn't actually on his mic.
If it was you wouldn't see this.

Boeing sent me a poster back in 2002, this is a homage to that.

This time with the rear seat.

Taking out bad guys without damaging the good guys is a challenge.
Experimenting with simple TSD display and labels.







On top of this I'm studying some Unity material and shader programming. I could use a beer, a real one.

11 comments:

  1. you sure as hell deserve one... thanks for the screenies

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  2. Great smoke. You use 2 smoke emitter, one small brighter and one big darker , or another way?

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  3. I don't remember but it is two emitters. It's not the greatest smoke. I need a shader expert who can fix up the Leadwerks particle.vert shader to do fake light sourcing based on the directional light position.

    It's hard to do simple stuff sometimes due to the nature of the rendering order but that should be simple enough to do. My attempts keep breaking it so I don't know if it's just something in the Leadwerks engine that isn't available when it comes to rendering particles in a pass or what. I ask questions and sometimes get very odd answers.

    The engine can do transparent smoke (that casts shadows, as seen in BF3) but it doesn't work at the scales I use it. You get very bad artefacts.

    Kinda cool when you fly though it though.

    There's a ton of visual features I'd love to spend time improving but they will have to wait for a future update.

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  4. BTW. targets don't vanish from the TSD or radar when you kill them, you need to stop and restart an FCR scan cycle to refresh the TSD.

    Later when we add the Hellfire system, TSD icons will show an 'X' through them to indicate they have been "shot at".

    Starting an FCR burst clears both the radar and TSD symbol list.

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  5. Right on... TSD sounds right...

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  6. I think you told me about this before but I forgot, you said it would take a huge FPS hit if you did the crewmember mirror in the CPG station functional right?

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  7. Yeah, we might try some realtime cubemapping in the future but perhaps not this version of the game. If we can get away by just rendering the rear seat for it in the cockpit layer then it might be practical as an 'ultra-high' detail setting.

    You have a bit more freedom of movement with mouselook than you do in real life so you can just swivel your head. Can't do it with TrackIR though.

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  8. Mirror AFAIK is not used to see anything outside of the cockpit constraints, I guess you can just put a generic steady image of the opposite crewmember's helmet and it would be good to go...

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  9. What is the mirror used for? Checking the pilot hasn't fallen asleep?

    The way I setup the Chinooks mirrors provides the effect of it being a mirrored surface but nothing within the mirrored world changes. It's visibly functional but entirely functionless.

    I'm in the process of updating the Longbow's cubemaps so I'll bring the mirror upto Chinook pit standards at the same time.

    Cheers

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  10. Never got an official instruction on what the mirror is there for. It is not mentioned in the ops manual, although common sense you use it to check on the other crewmember, if he is shot or passed out... During instruction they still get to show you stuff by looking at you right in the eye :-D

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