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Framerates!!

Another, yes another, thing to take into consideration is that some models (especially FS9) render real gauges on the panels in spot view, this adds another load to the processor, as these gauges function as they do in the VC.
Jamie
yes , I know about these types of gauges u talking about, but in the cfs2 sim I dont see any converted plane with them (perhaps I¨ve missed a few) I have some in my own converted collection. I repeat my point, is logic , is better a multilod plane (frequently) than a not multilod, but this discussion is not about converted planes (frequently not multilod) . Is just we can waste original models , and do not use them because they are not multilod? Are so heavy all these arguments about lods without care other factors like amoun of textures or efects? We have a complete library with Giuly´s planes not multilod! Lets say " for what use them?"

I cant see a way out! there is only two person that still making natives CFS2 plane´s , Mr.Canion but he has not enough time for finish them , and some times we are not hapy with his job! and the other is Mr. Allen . Any more?
 
Reply...

Misson,

One other thought...if your framerate discussion was referring initially to the Brunosk Spitfires specifically, remember that one of the culprits of framerate loss for that model was a gauge problem which induces "stutter." Once you modify the panel.cfg to correct this problem, framerates increase markedly and the "stutter" problem is eliminated.
 
Misson,

One other thought...if your framerate discussion was referring initially to the Brunosk Spitfires specifically, remember that one of the culprits of framerate loss for that model was a gauge problem which induces "stutter." Once you modify the panel.cfg to correct this problem, framerates increase markedly and the "stutter" problem is eliminated.
Andrew! I have already fixed that before, but pics by Mav are convincing me , but I dont really know how we can add lods by scasm.

By the way..! It could be good tutorials about this, is the only way out to our sim develop for the future.
 
I'm almost sure you can make LODs for aircraft with use of Model Converter X, MakeMDL and gMax. You would need to use Model Converter X to export the model as FSX Object X File. Save the Exterior as Plane.X and Interior (VC) as Plane_interior.x Save a copy of the Exterior model as a .3ds that gMax can open so you can make lower poly verson from it.

In gMax you can import the .3ds file you saved from Model Converter X. You will have to do lots of work since none of the Animations or breaking parts (if used) are imported. When you have the LOD done use MiddleMan or MDL Commander that allows you to save the X files from gMax or use Model Converter X on your new LOD and convert it to an .X File.

Now MakeMDL. Put all of your X files into the same place.

Load the main LOD into the Imput File box. (Plane.X) and the Interior must be saved as Plane_interior.x. LODs must use Plane_###.x If you plane has 4 lods like I make mine it will be Plane_075.x, Plane_050.x Plane_025.x and Plane_010.x

The LOD Tab should show that the Interior and all of the LODs were loaded when you selcted the main LOD that went into into the Imput File box. (Plane.X)
 
I'm almost sure you can make LODs for aircraft with use of Model Converter X, MakeMDL and gMax. You would need to use Model Converter X to export the model as FSX Object X File. Save the Exterior as Plane.X and Interior (VC) as Plane_interior.x Save a copy of the Exterior model as a .3ds that gMax can open so you can make lower poly verson from it.

In gMax you can import the .3ds file you saved from Model Converter X. You will have to do lots of work since none of the Animations or breaking parts (if used) are imported. When you have the LOD done use MiddleMan or MDL Commander that allows you to save the X files from gMax or use Model Converter X on your new LOD and convert it to an .X File.

Now MakeMDL. Put all of your X files into the same place.

Load the main LOD into the Imput File box. (Plane.X) and the Interior must be saved as Plane_interior.x. LODs must use Plane_###.x If you plane has 4 lods like I make mine it will be Plane_075.x, Plane_050.x Plane_025.x and Plane_010.x

The LOD Tab should show that the Interior and all of the LODs were loaded when you selcted the main LOD that went into into the Imput File box. (Plane.X)
Ok Allen! I´ve done that before but I had troubles with animations , I´m not a patient man, it is one of my personal limitations. Gmax is not a intuitive program. In my real life , is my work to develop technologies and some times with a team work , create them, and when i come back home , i just give me up. Yeah I know.....! nothing is too easy. Perhaps in scasm it is !
So please Mav ! what you mean with scasm?
 
If you use 100, 75, 50, 25, and 10 LOD set up (100 is full close up detal) by LOD 50 and lower the only things that really needs animation are landing gear and maybe the canopy. When you do the LOD landing gear you really don't need to do moving shocks.The gear just has to look down from afar.
 
If you use 100, 75, 50, 25, and 10 LOD set up (100 is full close up detal) by LOD 50 and lower the only things that really needs animation are landing gear and maybe the canopy. When you do the LOD landing gear you really don't need to do moving shocks.The gear just has to look down from afar.
u right allen, but also to the 3ds source , we need to texture it and animate it , and all this in the second lod, but u right any way. in the way as u said sounds not so dificult! I really apreciate the encouragement from u! :salute:
 
.... I see you've taken the easy way & taken up Gmax, way easier than scasm i'm told.




All the best & Good Luck!


BTW... this hurricane , i did nearly 5 yrs ago... sooooo it's quite old news. :p



CheerZ mav
 
With .3ds texture mapping and material is saved. Animation and smoothing are lost but smoothing is easily fixed. Material will need some work. The texture name get messed up (c47_dakota_t.bmp will be C478A4~1.BMP) but it isn't hard to go into the material and assign the right texture names.

If the polygon count is not above 7000 you may be able to use the main full detal model to make LOD 70 by deleting things. After that is is likely you will need to scrach make low polygon parts and replace stock high polygon parts. Horizontal stabilizer wings, tires .etc

If your above 7000 8000 polygons it best to scrach make an LOD 70 that is 4000 to 3000 polygons. LOD 50 should be 1700 to 1500 polygons. LOD 25 should be 900 to 800. LOD 10 should be 300 or less.
 
With .3ds texture mapping and material is saved. Animation and smoothing are lost but smoothing is easily fixed. Material will need some work. The texture name get messed up (c47_dakota_t.bmp will be C478A4~1.BMP) but it isn't hard to go into the material and assign the right texture names.

If the polygon count is not above 7000 you may be able to use the main full detal model to make LOD 70 by deleting things. After that is is likely you will need to scrach make low polygon parts and replace stock high polygon parts. Horizontal stabilizer wings, tires .etc

If your above 7000 8000 polygons it best to scrach make an LOD 70 that is 4000 to 3000 polygons. LOD 50 should be 1700 to 1500 polygons. LOD 25 should be 900 to 800. LOD 10 should be 300 or less.

This all sounds good if your making a new ac... but , when making an existing model that's already made and weighing say 5.72 MB ORG fs9, which is what Robert Sanderson's Tin Opener is ... how much bigger is this end up being????

The scasmLoD version weighs in at 5.78 MB and that's converted to cfs2 as well.

Probably a stupid question... i don't make the things ...


CheerZ mav
 
Worked fine when I re-did the Virtual Navy SB2U Vindicator. The KB will go up if you add LODs. LODs are more models the game has to load. How much it will go up depends on the the poly count of the LODs added.
 
Worked fine when I re-did the Virtual Navy SB2U Vindicator. The KB will go up if you add LODs. LODs are more models the game has to load. How much it will go up depends on the the poly count of the LODs added.
so this should reduce framerates? (more lods to load)
 
Yes you get more framerates. The Hurricane posted a page back is polys 61,380. I think the B-24D has the most of any stock aircraft at 9,000+ polys.
 
so this should reduce framerates? (more lods to load)

This should increase framerates... as well as increase mdl size depending on LoD size or detail contained.

Yes you get more framerates. The Hurricane posted a page back is polys 61,380. I think the B-24D has the most of any stock aircraft at 9,000+ polys.

Yeh, it is 61,380 polys ... but the main detailed 3 LoDs are all original ...they just call less of the main LoD each time,just added two last ones, very lite poly , which didn't even come to 1kb,which i really didn't have to add could of made it to call a wheel nut or sumtin... but hey it was 5 yrs ago... so it's very efficient too... and packs a punch for sumthin that used to fly like a lead weight :)

 
This should increase framerates... as well as increase mdl size depending on LoD size or detail contained.
Yeh, it is 61,380 polys ... but the main detailed 3 LoDs are all original ...they just call less of the main LoD each time,just added two last ones, very lite poly , which didn't even come to 1kb,which i really didn't have to add could of made it to call a wheel nut or sumtin... but hey it was 5 yrs ago... so it's very efficient too... and packs a punch for sumthin that used to fly like a lead weight :)
Hey Mav, what system u Have? seems a powerfull machine (more than 300frames/p/s):mixedsmi:
 
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