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Stefan Hoffmann

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Stefan Hoffmann last won the day on October 25

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About Stefan Hoffmann

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  1. That the landing lights are a bit different to the real thing has a rather simple reason: The landing lights cannot cast any shadow themselfes in Prepar3D, which is an ability only the sun and moon got there. But setting up the landing lights "like they should be" lights up the cockpit and you see nothing more than white at night. So the only workaround was too finely adjust cone angle and direction of lights a way, that it differes minimally from original, while not creating the lit up cockpit. This of course happens to all products made for Prepar3D as they all feature the same lighting system. Maybe its less obvious on others.
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  3. Of course we want to make the work for repainters as easy as possible. As you know now I worked at the same time at two larger airliner projects (CRJ and A330) which are normally staffed each with 2 to 3 persons doing the models/textures/animations.Thats why my schedule is very compressed at the moment and we still have to solve some important tasks the next days. When those stuff is successfully processed I will prepare the paintkits for both birds trying also to unify the fuselage sections into one large texture for your painting convenience.
  4. You would need the source of the paintkit with layered content (which is seldom available, mostly flattened finalized content in DDS format, instead photoshop file) and a decent paint program which reads Photoshop format and writes DDS in DXT3, DXT5 format.
  5. Yes and no. So first the "bad" news: The setup of PBR textures vs the older material format demands a new setup. But not fall into agony now, as you can fully reuse the old special livery stuff you did for your unique livery. So its more drag and drop work. The alpha channel for the diffuse map to mimick reflection became obselete. So this is less work for the repainter. The specular texture is obselete and went into the Metal texture, which is for most repaints too not touched by the repainter. So you have for one texture mostly only to work with the color texture anymore (now called ALBEDO map). All in all its less work than before to create a repaint out of the technical perspective.
  6. I think you missed the point, that those products you count in are not native PBR shader builds yet. They use still the old shading technology for the virtual cockpit. You also cannot simply overtake the old authored content 1:1 as the new system works pretty differently. The new shading technology LookheedMartin provided is a step forward but still has many areas with possibilities for improvement, especially night environments. And being in midst of production and seeing that many old workflows are not working anymore and you have to find bypasses continually is not straight fun. And from the graphics engine side we all have to cook with the same water in the end. Every workflow and way to realize things has its advatages here and its disadvantages in another place, for example being able to deliver ability A you have to take into consideration you loose a number B of FPS (for 60 FPS the computer has only 16 milliseconds per Frame to render!).
  7. And here comes the next default livery for the package...
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  15. And the next is that you can chat to intelligent avatars who make it through the Turing test?
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