Posted: 26 Jun 2008 16:33
Ests videos linkados são do ILSturmovik:Birds of Pey, não tem relação com o Sow:BoB. A não ser o Tio Oleg(ário), of course.Dizem que essa versão será para pc também!

Sokol1
Fórum do 1º Grupo de Aviação de Caça Virtual - Senta a Pua!
https://www.gavca.com/phpBB3/
Ests videos linkados são do ILSturmovik:Birds of Pey, não tem relação com o Sow:BoB. A não ser o Tio Oleg(ário), of course.Dizem que essa versão será para pc também!
"O interior que você vê (nos screenshots divulgados) neste avião, ou de qualquer outra foto externa, é usado apenas para o exterior do modelo. Para fazer este, ou qualquer outro avião pilotável, primeiro um modelo interior 3D muito mais detalhado precisa ser feito, o que para um avião com o nível de complexidade do Anson, leva quase um ano de trabalho, e depois o cockpit precisa ser integrado no jogo com todos os instrumentos funcionado, etc, o que novamente é um enorme projeto em si mesmo.
As boas noticia são que, assim como no caso do IL2, todos os aviões da IA (do SoW:BoB) potencialmente podem ser pilotáveis no futuro.
E, ao contrário do IL2, com a série Storm of War, desenvolvedores terceirizados serão capazes de fazer seus próprios cockpits ( e aviões e outros objetos) sem ter que fazê-lo através de canais oficiais.
Em outras palavras, não há absolutamente nada que diga que o Anson não possa ser pilotável no futuro.
Tá bom....se nem um logotipo saiu, imaginem um bimotor desse tamanho34_Bodoque wrote: Pois é Tia Soquolete, é só me ajudar com as informações e requisitos, o resto é moleza.![]()
A maioria do que foi visto - belos e detalhados modelos 3D sobre um fundo azul - se viu muito durante o desenvolvimento do FB e do PF, e sabemos que pouco foi realmente aproveitado.Do que eu puder apurar, dois anos se passaram e o orçamento (do SoW:BoB) subiu muito, eles (Maddox Games) perderam muitos dos membros chaves da equipe. O desenvolvimento do SoW:BoB continua num passo de "lesma" com uma equipe reduzida em Moscou, mais um grande número de entusiastas, recrutados entre os jogadores do IL-2 e contratados em várias partes do mundo, para fazer "peça por peça".
A organização deles (Maddox Games) é pobre e a tarefa de dirigir efetivamente os esforços é díficil como foi durante o desenvolvimento do Pacific Fighters.
É terrivel, mas as evidências apontam para um triste final. Não há evidências visíveis nos últimos dois anos que sugiram que a produção do SoW:BoB esta sob controle.
Porem há bastantes evidências circunstanciais para sugerir que (o projeto SoW:BoB) se transformou num desastre comercial e finaceiro para o Oleg.
Original (em alemão): http://www.yogysoft.de/Moskau.htmShort individual issues on which we have shown, nor had said:
1. Map: Partially more micht bit-map-basedly, but vector-basedly. That is, one moves (with dissolution of XY 1cm, elevator dissolution 10cm) contours, rivers, roads. With the rivers beyond that the width can be specified also at each point. This means a giant leap for the representation true to nature of roads, rivers and also the elevator model!
2. Ground textures: A new (nvidia) format with several information levels is used, no more tga. The textures contain now also information for the AI, like for example local maximum speeds. This contains also smaller roads/ways. It will give also substantially more textures than in IL-2.
3. Roads: It is " more road types to give than in; IL-2" , in addition of them is " Verlegung" better possible (see " Map").
4. AI: Objects can have and/or partially to interact. Example: A Horchstation consists of generator cars, several listening posts and radio station. If now the central generator car fails, the whole Horchstation is out of operation. Which one can reach with such logic functions, is left to the fantasy of the reader. I could imagine for example that sailing hurry, AI crews or the like are linked in such a way.
5. Ground vehicles: They get " FM" , e.g. suspension with vehicles. By the example of a Pz.III us it was shown how many places of this vehicle are intended for the characteristics in the future. More than one dozen, e.g. 4 bar crosses, 2x division character, 2x permission characteristic, 2x company/regiment was safe…
6. Ground objects: Statement was here the fact that most buildings will have 2 damage stages (intact, destroys). Some will have more stages. We saw a few French town buildings.
7. Airplanes: - The damage model is continued to refine, e.g. radio, oxygen supply, control cable. - It is " two damage optics to give; Mg-Treffer" and " Kanonentreffer". " MG" a hole results in exactly, where a ball/a small shell meets. " Kanone" results in as in the case of " IL-2" one " vorgefertigten" Damage within the appropriate damage range. The partitioning of the machines into these damage ranges will fail more finely than in „IL-2 “. We saw all this by the example of a Bf110C. - Us also cockpits of the 109E and Spit I. were shown. - Further the Do17 comes as reconnaissance aircraft with railway engines, for this type brought we Maddox Games original documents (bought with air archives Hafner) also.
8. Ships: Depending upon size individual parts (masts, become cannons,…) individual damage models have, also the ranges under water (screws etc.).
9. Sound: Very complex photographs at original airplanes were accomplished. We could convince ourselves by an example of spatial hearing, how the sound of an engine itself on change of the head position and also line of sight (=" Hörrichtung") changes.
10. (Under) water diagram: One works on a kind underwater landscape, where also a camera can move. We saw a surf, which works more realistically than that one in " IL-2".
O tradiocional 3D (e que 3DHi,
Summer is gone….
So now more regular updates!
I don’t post direct images fromour new engine due to fact that we haven’t yet all items fine altogether and you may see some artifacts… So later… I have great experience when I show the things with temporal bugs and artifacts, then users begin to think that it will be in the final release…. Which isn’t soon really…. So I prefer to wait and show then real things (maybe just with small bugs…)
So now I would like to show some new almost final models in engine tools (like in engine, but not at all)
Let’s look here for details of guns (Do-215B-1)
http://files.games.1c.ru/il2pict/Do-215B-1_WiP_11.jpg
Details of Stuka
http://files.games.1c.ru/il2pict/ju-87-00.jpg
http://files.games.1c.ru/il2pict/ju-87-02.jpg
Beaufighter Mk 1
http://files.games.1c.ru/il2pict/Bea...Mk1_WiP_06.jpg
http://files.games.1c.ru/il2pict/Bea...Mk1_WiP_15.jpg
Real time self-shading in a cockpit of Fiat BR.20 (moving shadows of cockpit frames due to changes of light way). The only one shot directly from Alfa.
http://files.games.1c.ru/il2pict/grab0003.jpg
Ju-88A-1 details
http://files.games.1c.ru/il2pict/Ju-88A-1_03.jpg
http://files.games.1c.ru/il2pict/Ju-88A-1_07.jpg
Giant flying boat Sunderland Mk I (On each aircraft propellers in rotation are 3D as well)
http://files.games.1c.ru/il2pict/Sunderland_Mk-I_08.jpg
And some ground modeling in tools (finally will look even better!)
http://files.games.1c.ru/il2pict/guymkiaphoto001.jpg
http://files.games.1c.ru/il2pict/Untitled-01.jpg
http://files.games.1c.ru/il2pict/Untitled-02.jpg
http://files.games.1c.ru/il2pict/Untitled-03.jpg
http://files.games.1c.ru/il2pict/Untitled-04.jpg
http://files.games.1c.ru/il2pict/Untitled-05.jpg
http://files.games.1c.ru/il2pict/Untitled-06.jpg
http://files.games.1c.ru/il2pict/Untitled-07.jpg
http://files.games.1c.ru/il2pict/Untitled-08.jpg
Some part of train modeling (next time will show way more )
http://files.games.1c.ru/il2pict/30.jpg
Enjoy!
Ultimamente o Oleg(gário) esta bem "falante":Oleg Maddox (08.09.2008)
New website NOTICE
On this week we are starting the development of new separate website for SoW series...
When ready - don't know. But I plan there forum as well. As a main forum.
uhmmm será que teremos novidades?Oleg Maddox
Default New website NOTICE
On this week we are starting the development of new separate website for SoW series...When ready - don't know. But I plan there forum as well. As a main forum.