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Without true higher rez cockpits, then LB2 will still be LB2 at 640x480. Not good enuff nowadays.
"College graduates should not have to live out their 20s in their childhood bedrooms, staring up at fading Obama posters and wondering when they can move out and get going with life" - Paul Ryan
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Originally posted by TerribleTwo: Without true higher rez cockpits, then LB2 will still be LB2 at 640x480. Not good enuff nowadays. The Glide wrapper gives you higher resolution, but I agree, it would be nicer to have better looking cockpits. I think this may come, but only if this can of worms get's more "open". Polak, HCI, Keith and others are banging away at it, so that's a good sign we'll get somewhere.
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Of course that hi-rez is possible. Just dig out those textures, change them and dig them in back. Perhaps even they can be read from some outside directory so no need for the latter.
What is always dubious perhaps - adding new 3D models to the LB2 world. That's even providing 3D *.shp format file could be opened.
I think here are the modable items in order of potential accessability:
* palettes to change the sky and terrain colors, * new sounds, * new 2D cockpits, * new textures on Apache, new textures on xstg 3D models, * new planing map background based on some real stuff, * new "in game" terrain maps with higher resolution, * new 3D models
I know nothing about: campaign, realistic weapons/detection specs, AI, multiplay, FM so cannot comment on that.
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Originally posted by Polak:
I know nothing about: campaign, realistic weapons/detection specs, AI, multiplay, FM so cannot comment on that. It would be nice if the FM and certain aspects could be adjusted so that TURBO like programs wouldn't be used, maybe adjust the "math" so the rockets would track better.
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And alter the rotor behaviour. Too much drag and no over-torque (I think thats the word I'm looking for).. overspeeding the rotors in a powerdive anyway. I believe 2d and 3d interior cockpit textures should be the first priority to up, then the exteriors of the flyables.
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Originally posted by Shadow=ASP=: And alter the rotor behaviour. Too much drag and no over-torque (I think thats the word I'm looking for).. overspeeding the rotors in a powerdive anyway. I believe 2d and 3d interior cockpit textures should be the first priority to up, then the exteriors of the flyables. I was reading the manual, we may have to simply disable some of the rotor effects on fast machines. Personally I'm OK with the cockpits and the terrain for now. The key to growth in my view, is more missions (using new terrain would be nice), however with out the ability to place/locate new buildings (think large cities), tons of tanks, AAA, etc. we may not get very far. Reskinning all those would be nice as well, as they are external objects, targets. Even with new Terrain, you'll need new battles to go with it, new citys, etc. I'd like to see really huge cities, that you'd need to fly over/in to win, and tons of tanks, to get by, etc. That should negate the need for TURBO! :-) Redoing the Helo external skins would be nice as well, but we all know where the meat is, in the missions. The icing on the cake can wait (but dessert is always nice). The holy grail is adding new models to the game! That would just be too much wouldn't it.
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Nice list Polak, do you think some of the trival 2D game screens (Base, mission launch truck, chalkboard room, etc), could these also be redone?
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Of course 2D game screens could be redone right from the bat. This is of course providing that the game will read new texture from some other location than *.tre file, or Mario will come with the solution to tre new stuff. Usually new textures are read from outside as long they carry the same name and they are in proper location. Time to TEST all this what was said here.
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Additionally I would like to add to the above list one items which we could attempt to mod. Effects. This could be really long stretch, but how about rotor downwash in the sands or water?
Idea is not original and EECH has this already, but it is the coolest thing I've encoutered in helicopter simulation so far.
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Originally posted by Polak: Additionally I would like to add to the above list one items which we could attempt to mod. Effects. This could be really long stretch, but how about rotor downwash in the sands or water?
Idea is not original and EECH has this already, but it is the coolest thing I've encoutered in helicopter simulation so far. That would be cool, for sure.
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