Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
http://grogheads.com/forums/index.php?topic=9462.msg639443#msg639443
Oh yeah. Grogheads is a great forum filled with good people that are passionate about gaming, computer or otherwise.
They don't tolerate jerks, me excepted of course.
Wow that is cool to see the actual terrain topography and how well GT implements them.
This leads to my next question. Maybe only Andrey can answer.
What is the resolution of the "terrain mesh" used in Mius Front maps? Is it one meter, five meter, ten meter. . . ? Just curious.
25 cm (0.25 m) for heights map in horizontal plane.
Andrey,
OK. I was only asking because some of the terrain add-ons I have for flight simulation (Lockheed Martin Prepare 3D) are 2cm/pixel resolution (ORBX) ground detail.
In all due respect, are there reasons (limitations) why you cannot go more detail in Mius terrain topography than what is currently in use?
The real (and not some advertising) resolution is checked very simply - if you can see a plowed field with a grid of heights - high resolution. If it is impossible - low, apparently in Lockheed Martin Prepare 3D, it is extremely low. Just look at the screenshots.
For airplanes, a resolution of even 1 meter horizontally is excessive. Since it will never be seen, in principle.
Do not quite understand. In our game, the detailing allows to make arable land, funnels, trenches. It is heights, not textures. Commensurate detailing is in car simulators, but there it basically only applies to the road, i.e. essentially one-dimensional case. Or the size of the landfill is extremely small.
Maybe I don`t understand so well.
But OK. The Line-Of-Site would be affected by a small mound of 25 cm? If that is true then the terrain height modelling factor seems very good then.
Thank You for taking the time to answer the question.
https://i.imgur.com/COGZasz.png
You can see very small elements, commensurate with small stones and pieces of dirt as part of the landscape, not painted on the texture. Grid step 1-10 cm
High resolution from Mius-Front
https://i.imgur.com/L0GWE2C.jpg
You can see small elements, for example, arable land irregularities as part of the landscape, not painted on the texture. Grid step 20-100 cm
Low resolution from avia simulator
https://i.imgur.com/UwK4Tp2.png
You can only see the main surface of the landscape, which is most likely taken from a GIS and somehow interpolated (that is, the horizontal grid step is more than 5-10 meters).
More correct question is why there are such a poor resolution of the grid of the landscape in the air sims.
Firstly, the planes take off and land on very flat places, there it simply does not make sense. There are usually no irregularities. And in other places, flying at a considerable height and therefore small details cannot be discerned all the time, i.e. they are not needed.
Yes, of course. The height map in the game is regular. It often happens that they make different parts of the map with different resolutions. For example, airports are made with higher resolution than the rest of the terrain in flight simulators, the same thing for roads in car simulators. Our whole area has the same resolution. And the LOS/LOF trace goes over all these irregularities, and physics works with all these irregularities.
This works a bit other way. As follows from the Kotelnikov-Nyquist theorem, it is possible to reconstruct a signal (in our case, a continuous landscape surface) from its discrete representation only so that the maximum frequency will be half as much as the sampling frequency.
Those. minimal irregularities will have a length >= 0.5 meters if they go along the grid line. And since the surface is two-dimensional, and irregularities can be oriented any way, the minimum irregularity size has a length of approximately >0.7 meters.
Thank You for a very comprehensive and thorough answer.
In regards to the pic above (quote). Is this a pic (tease) of something coming? I have never seen this "muddy road" situation in Mius. Nor have I seen it in any product close to this quality yet.
https://steamuserimages-a.akamaihd.net/ugc/938337923481322901/A5599E5FDBCD67BDD5FE591CF733E7E5AD2A49C3/
https://steamuserimages-a.akamaihd.net/ugc/938337923481512712/557F34641B23866CF6B3C7C0843BB3A4663E90C0/
This is different than the pic I am referring. I have all the DLC. ;-)
Sadly it is from the game Spin Tires. I thought for a minute it was from MF.
Andrey, how soon can we have roads that deteriorate into these? :)
As soon as we make 1-2 units instead of thousands and the size of the battlefield is 500 by 500 meters instead of 6000 by 6000, then we will immediately add such roads.