Gonna ramble a bit so sorry if this is a little disjointed.
Captain_Ahab wrote: ↑Tue Jun 29, 2021 1:54 am
everything is geometry
Yes. Absolutely for aircraft, although textures have been available for maps as of the 2015 stable version of YSFlight.
K2W is arguably the best texture-based-map maker
The models make a lot more sense if you import them into Blender (2.49) or
DNM Viewer or
PolygonCrest.
But you are trying to break down the different parts of the DNM file in a text editor, the
YSFlight wiki has some details about the different aircraft model files.
Captain_Ahab wrote: ↑Tue Jun 29, 2021 1:54 am
but it does make me wonder what sort of poly budget there should be
for example, that cartoon F2g I showed is just under 5000 tris, but adding colors, panel lines, decals, cockpit, landing gear, and separating out flaps, control surfaces, etc will make that number skyrocket
How many tris should each level of model have? Can YS use lower detailed models for LOD?
The main focus for YSFlight models is vertices and faces. Faces add more lines to the DNM, so quads are more favorable over tris. I think the largest "production model" that has been released was 120k vertices. (Lord Flasheart's Concorde or Typhoons). Generally the breakpoint between fine detail and stupid detail is around 40k vertices. so 5000 tris is solidly mid-detail
As to detail levels, we generally have 3 really big standards that have been established for a long time, all near the bottom in terms of overall detail. Their focus is more to have ok graphics with multiplayer servers.
After that models have progressively gotten more detailed over time. I generally shoot for 20-40k vertices in my high definition models, but sometimes I can get away with less. With a half-decent base mesh, you can make a lot of decals to add a lot of detail and make the model appear much better. I did this a bit with my F-35 Pack. Lord Flasheart did this with the
EE Lightening pack.
CHF did this for the 777 pack.