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Copperhead
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Re: Current Projects

Post by Copperhead » Tue Dec 09, 2014 6:58 pm

Fantastic work, and for the list of repaint ideas... https://sobchak.files.wordpress.com/2013/04/fg1.jpg
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^The Murican^

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Re: Current Projects

Post by VNAF ONE » Tue Dec 09, 2014 8:53 pm

Dan, those are super sexy!
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Re: Current Projects

Post by Lord Flasheart » Wed Dec 10, 2014 1:19 am

Those Gnats are giving me some minor disturbances in my loins.
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Re: Current Projects

Post by Alpha Star » Thu Dec 11, 2014 1:44 pm

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I don't know who you are. I don't know what you want. If you are looking for my signature, I can tell you I don't have one. But what I do have are a very particular lack of skills, skills I have imagined having over a very long career. Skills that make me are completely useless in any situation. If you stop reading now, that'll be the end of it. I will not look for you, I will not pursue you. But if you don't stop reading, I will look for you, I will probably not find you, and I will kill your refrigerator.

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Re: Current Projects

Post by Airbourne » Sun Dec 14, 2014 1:43 am

How do you get 10,000 trees on a map with 0 lag? This is how...
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Re: Current Projects

Post by decaff_42 » Sun Dec 14, 2014 2:30 am

Please elaborate! Is it a ground object?
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Re: Current Projects

Post by Airbourne » Sun Dec 14, 2014 2:54 am

decaff_42 wrote:Please elaborate! Is it a ground object?
Correct! I don't know the technical aspects of this, but I can elaborate to an extent. This is my theory:

The lesser the lines in the .fld document, the lesser the lag.

This is a no-brainer, but here is an example:

The above picture has about 500 trees in one ground object file (.srf). That means that there will be 1 ground object line of text in the .fld when I place the object in Scenery Editor. Now, if I add 500 individual trees, there will be 500 individual ground object lines of text in the .fld document. It would be wayyy easier for YSFlight to generate 1 ground object than 500 individual objects. Therefore, less lag! Get what I'm saying (if I'm speaking English...)?
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Re: Current Projects

Post by Neocon » Sun Dec 14, 2014 3:33 am

That's interesting, but is this any different than having one elevation grid with hundreds of trees? YS still has to read the lines of text, whether they are in a .srf file or the .fld file itself in the form of an elevation grid.

-- Sat Dec 13, 2014 9:33 pm --

And this is another serious question. If YS reads the .srf file when the .fld points to it, does YS have to read the same file each time it is placed in the scenery, or does it cache it for multiple uses? In other words, if YS caches the .srf the first time it is read, would one small .srf be easier to read once and repeat thousands of times than one huge .srf only repeated a few times?

To put it simply, I have no clue how this works. ;)

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Re: Current Projects

Post by Airbourne » Sun Dec 14, 2014 3:41 am

Nope because for elevation grids, every point will be recorded in the .fld (creating a bigger file with more points). For ground objects, all of the points are recorded in the .srf. only the point of the ground object will be recorded, not the vertexes and polygons. (my favorite word --> ) Therefore, creating a smaller .fld file and a more realistic scenery environment! Plus Plus/Win Win
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Re: Current Projects

Post by decaff_42 » Sun Dec 14, 2014 3:46 am

That actually makes a lot of sense because the elevation grids have a "Hide Face/Node" option so it is still there, just not rendered.
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Re: Current Projects

Post by tigershark » Sun Dec 14, 2014 10:10 pm

I might as well finish these one off. and did some one say a at-at walker
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and yes legs does move

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Re: Current Projects

Post by Neocon » Tue Dec 16, 2014 4:48 am

Will there be a ground object version? :)

Here are some screenshots of my ice planet race circuit:
ice planet circuit.png
Top view.
generator.png
Fly by the shield generator on the way to the first halo.
start.png
A shot of the starting area in the cave base, and the finish line.

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Re: Current Projects

Post by Alpha Star » Tue Dec 16, 2014 1:55 pm

Looks good, cant wait. Ill actually fly at the next race :lol:
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Re: Current Projects

Post by Stephen » Wed Dec 17, 2014 2:44 am

I've been working on the "Tin Goose" a bit. I've got it all animated (excepting a few details I will add later) and the interior is coming along nicely. I'm trying to keep the face number around 10,000, so you can expect a medium detail model. Now it's basically down to finishing the interior and painting it!
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Re: Current Projects

Post by NajmiCreative » Wed Dec 17, 2014 4:25 am

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guess what 777 I made now.....
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My Twitter NOTE:All my rework model are allowed for repaint and need to credit on publish..no need to PM me anymore
[align=center]for modifications on my mods,please PM me first,and credit me and original creator(if my work were rework)[/align]

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Re: Current Projects

Post by Dan » Wed Dec 17, 2014 11:56 am

@Najmicreative
That looks like CHF's 777 to me. Are you sure you made that or are you simply modifying it?

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Re: Current Projects

Post by VNAF ONE » Wed Dec 17, 2014 1:15 pm

Looks like he's modifying it to become a 777-X with the folding wingtips.
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Re: Current Projects

Post by Kujo » Thu Dec 18, 2014 4:54 am

Upon Coopinator22's request :)

In Progress
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Re: Current Projects

Post by Zack » Thu Dec 18, 2014 5:35 am

Bruh NAS Pensacola Has already been made, But Make it nice though. (You better make teh museum :) )

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Re: Current Projects

Post by decaff_42 » Thu Dec 18, 2014 6:25 am

I like it! I see some subtle color differences and highlights. I definitely like the color choices!
Check out my website YSDecaff for all my tutorials and addon releases.
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