Stefan Hoffmann

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Everything posted by Stefan Hoffmann

  1. Small friday update: Work continues, Cockpit detailing underway so there will be place which are not final yet (f.ex. slidewindows)! This is for Prepar3D HDR mode; if you turn your head down the exposure gets adapated to the darker space and lightens up that one. So you have to get used to more dynamic brightness still now.
  2. PaintKit downloads

    Hello Bert! Attached you get the paint manual which should have been available since some time. In case it got lost, it is attached here again. It comes also with some illustrating pictures which show the texture distribution over the aircraft. Important in the textures _C.PSD (C stands for color data), is also the alpha layer, which stores the information for the environmental reflections. You stored in the wrong format (DXT1=wrong, DXT5 with alpha=correct). This explains the different overall look of the fuselage within your screenshot. DXT1 uses also a worse compression (to minimize memory footprint) than DXT5, so you loose a lot of detail. So rate DXT1 as not suitable for the job at all. Also to get a good look for any color in the ancient phong shaders, you have to address the reflective components individually, aka each major color. Your work area is ONLY the green LIVERY SPECIFIC CONTENT layer (i thought the text was self explaining), which is the last one at the layer list. There maybe a lot of other layers, but you not have to touch them. They are a give away to hardcore painters which want to change any tiny bit of the kit. For the fast goers there comes the green layer. That color extends also to the other parts like night texture _L.PSD and specular textures _S.PSD for the glossy highlights.CRJ_Painkit_Manual_FEB2015.docx The highlight effect of each color needs also to be adressed inside the specular maps which contain the same name header but end on _S.PSD. Unrealisticly the old FSX heritage shaders pull down the glossy channel when they are darker themselfes. To get them back to natural state, you have to take the darker elements and bring them to a high gloss to compensate that. Painting is not button pressing and go, it is also artistically balancing out the constraints of the shader engine, to come still to realistic results. When you get used to it, you will pre-imagine the right values, and you work is faster done. Also the compression algorithm inside GIMP maybe (i dont use that at all) worse than the ever updated Nvidia Tools DXT exporter for Photoshop. Also the antialiasing algorithm of rasterized vector elements maybe worse in GIMP giving you unclearer edge situations. Work in photoshop is much more convinient and you get faster good quality. Thats the reason still the majority uses PS today. You paint your stuff, keep the PSD structure and simply export directly into the texture folders of the sim. And a small warning: Painting not suits all people who thought before they could manage that easily. Its a subkind of art and needs enduring practising to reach good results. We had several people complaining about the paintkits, but either they seek becoming a pro or it gets too frustrating for them and they should let the fingers of it. Complaining would be similar to a young pianist who tells bad things about his piano and one would wish that he could hear Lang Lang playing a piece on the same instrument....
  3. And a fresh place for the small friday update: Same procedure as every WIP friday: There is still left to do in texturing, especially in the rearward sector. So please not comment: "He, there is missing something...". Thats is known :-) So please enjoy the pictures for now!
  4. Has been fixed and update will be send out soon!
  5. Right. You did hit the jackpot. The questions of EP-IJB show that he not thought about the opposite of the coin: What costs all those small things? In a pure still rendering which not costs realtime computation effort you can go for the last small details. But when there are 30, 50, 70 Frames to do per second in realistic looking graphics you exist in tight constraints, not to forget the demands for environment, airports, photo scenery, aircraft systems and on. And those you cannot easily calculate as other developers work on them with more or less technical know how. So we realtime 3d guys are constantly (at least should be) on the lookout for techniques, were we dont loose too much visual details but can ease on computational needs. The simulated aircraft get also continually complexer and with higher resoluted displays etc... All this take a certain amount of time per unit to render. And even smaller percentages of higher demand per frame can significantly down the frames per second. And i guess the simmer likes to have eyecandy, and will get it with the new busses, but at the same time wants the same frames per second at more system complexity or even better: MORE FRAMES. And it not looks bad for that even! So before any judgement done wait til you see the outcome of this! We are in moving pictures, not still photography....
  6. Small friday update: All work in progress still, but its slowly looking like an A31x! Images taken in Prepar3D V4.... Btw: Windows may not use the full dynamic range of 0-255, but only 16-255 which eats a lot of depths and lets look the image a bit strange. Check the image on the end to tune your windows to full dynamic range....
  7. Set checker at SAVE FLIPPED VERTICALLY Thats so by standard, as VRAM reads the images for some reason topdown!
  8. We will discuss that internally!
  9. Small friday update: Basic shading is now done. Focus was oriented to complete the main panels. The other details are added later, so please not comply about missing visual features yet. Next week we re-introduce system funtionality to all VC elements and add higher resoluted displays. The pictures below show the textures as they appear in the sim (beside the missing details). Dirt is added as last and extra layer! The seat fabric is also being changed and shows currently the old state.
  10. Must still adapt to the new forum structure: A318-A321 series this was meant for....
  11. Very small friday update: Modeling the new cockpit and preparation for texturing is finished now. Next weeks work is introducing new gauges and texturing the model. Hopefully pictures again next friday from within the sim...
  12. Of course fully, as it would not fit otherwise into the gearbay!
  13. Will work correctly again in the next update...
  14. GPU Panel

    Marcel: Can you send us please a picture, tell us the plane type (7 or 9) and the sim version you use the aircraft in?
  15. Really? http://www.airliners.net/photo/Air-Canada-Express-Jazz-Air/Bombardier-CRJ-705ER-CL-600-2D15/2737750/L?qsp=eJwtjDEKwkAQRa8iU9uIYJHO2Nko4gWG2U%2ByGLPL7IAuIXd3stg93v%2B8hSTNhq89awZ1VMAqI%2B0ps/K7ULfQC/WTNDjT5XHdzXEYzQ8lqfXVZWDDWQTZEP7%2BpgG6TSjSWoO3Dw7Qe2M6ntyHWPLErQHjONG6/gDUAi%2B0 Take into consideration that the high performance mercury lights on many airports are high intensity red-orange in truth and trick out cameras white balances!
  16. Those small stuff above the pictures called "text content" is also an important part of the forum. It had told you even about a "warning" that still a lot of old parts are present in the pictures which are still to be exchanged. The former HD Set for the Airbus series concentrated mostly on the type art, as exchanging the shaded material attributes is not possible that way. But the changes go much deeper: ALL geometry is also overworked and optimized, material layout is freshly done and the shading is done with the most modern technology saving a lot of geometry with the same visual result keeping a lot of geometry related tasks away from the CPU. As we have a lot of work done in parallel, i can only forward completely working cockpits to my programming buddies and testers. Elsewise they would become stuck in their adventures. So of course parts which have not been changed yet, stay visually the same til the next working step. Thats why you maybe mistakenly seen OLD parts as NEW parts. Again: I try to rule out such misinterpretations by typing extra words about it. By the way: The post told about the next part I am working on is the pedestal section -> logical conclusion -> currently seen is the old pedestal version... (window stuff is also old)
  17. Of course they should! But as we did it like this the cockpit was flooded with light from the back. Reason: The landing lights dont cast shadows yet and penetrate the hull without any resistence. We will need some patience and hope that this will be updated by LM, as we will see this very often happen also with other wingmounted landinglights in future... Also the overbright buildings on airports are not our fault. It seems that the landinglights currently handle the ground and other objects differently. This must also be overworked by the sim makers....
  18. Time for a small friday update: A warning up in front: The cockpit is currently a somewhat "messy" construction site. There are still a lot of old components which are exchanged piece by piece with new ones. Work concentrates on the functional stuff like important panels currently. The overhead has been replaced now and is back in action. The images show the complete list of the button lights now; all there are existing. Mainpanel has been refreshed and modeling is already completed on the new pedestal stuff which starts texturing next week. Also the displays are old ones from the last version as i not immediately take the new BETA stuff onto my machine. Higher resolution is planned also there... The older textures for FSX also needed to be much brighter in the more remote spots. Prepar3D V4 with HDR features that much better, with simulating the eye opening / exposure time dynamicly.
  19. PaintKit downloads

    I figured out the offset of the tailart between VERTICAL TAIL AND RUDDER. Simply move your tailfinart copy that pixeldifference, delete the overstanding rest and you are done (Shift arrow in PS jumps 10px per input to move fast and correct over larger distances):
  20. Tips for repainting the tail

    If its about the Tail/Rudder combination. There is also a simple pixel offset formula existing: Simply do you tail art and for the rudder, move the art the same amount of pixels listed in the image; then it fits correctly. You can removed that not needed parts via masking
  21. This was no arrogance, this was an attempt to scientificly understand the motivation of some posts. It was also not directed towards you, but an answer on Mopperle´s question. But the anonymous situation of the internet often introduces people to release their inner itches that way, without any serious connection to the topic. And to be true: If you are endless happy with a thing, you focus completely on it as it fills you with pure luck. And if someone knows what this means, this someone knows also in those moment you dont need any other thing; also not to open an account on a totally other place and tell people about your discomfort with them. And when you witness that rather often and are still eager to learn more, you start to ask yourself what motivates such people. Its important for social relationships to understand what drives the other. In the end we ALL want the same: Be lucky. And when we understand the other, you can better control the situations to the favour of each of us: Relax, communicate, take the needed actions to return to a healthy state...
  22. Got fresh images this morning about the subject lordweedy: What i got a source was an old variant of the buttons. Mine showed clearly a difference between the white and orange ones. On the new images i can see clearly the SQUIB is now clearly colored in white. Maybe the old ones were not different enough for stress situations. So this is of course updated now to the new standard! A330 300 Lufthansa of course gets one... on the other models we dont know yet....
  23. To the lights: We are already in connection with LM on a future implementation of dimmable lighting of all sorts. But it is important that the graphics engine ITSELF provides such a feature. All current solution use "hacks" which you pay with performance decreases. Imagine it as the panel itself and an extra layer with the panel backlighting on a semitransparent foil ontop. Literally this is the same technology used for the PFDs and NDs on the instrument panels, with only seeing the text information and on a bitmap base. Instead of rendering only the single panel surface, you have to render both layers (really two surfaces) and an expensive transparency pass. A modern game engine features that within one material and without that transparency pass. Also this calculation process must be repeated for any large panel section (only 1024x1024 pixels per texture sheet allowed here) and that possibly with at least 30 repetitions per second. So once the modern solution is introduced by the engine manufacturer, the old variant needs strongly overwork, the additional layer removed and the panel retextured etc...But as it is only a question of time the new solutíon is introduced and it is also clever to invest into future and not stay in past, we currently still stick to non dimmable lighting, while you can trigger already dynamic light but at ON/OFF state. But still this way is more future ready and hopefully we can soon witness the full bandwith of dimmable lighting also within the Prepar3D V4 platform. It is a time full of changes currently, but i am convinced it will pay out. LM took quite more time with the 4.1 update than i guessed myself, so i think they are currently doing a lot of refinements and additions to their beautiful product which will experience are steady development. And that already made my mind shining brighter. FSX became quite frustrating for devs in the last years, which are also eager to extend possibilities to enhance the flight simulation experience continually...
  24. Of course! Crazy times! I had an analogue youth and still need to adapt lol