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Showing content with the highest reputation on 06/30/2023 in all areas

  1. not very likely no. The cockpit texture, being the center of attention and in view for the majority of the time was optimized quite well for 96 DPI monitors IMO and still looks good......assuming a reasonable camera distance from surfaces. Also, since we did this work way back when, before Substance Painter was a thing...it'd be a massive undertaking to try that. Of course if you put the camera quite close to a surface, there will be 'jaggies', but philosophically, I'm not in that camp. I'd rather optimize performance for the 95% use case (pilot-ish viewpoint +/-) rather than the 5% use case (peruse 3D closeup under a microscope after buying). -tk
    3 points
  2. Tom and I met at FSExpo last weekend and planned the final steps we need to take before release.
    2 points
  3. See the rogue light source on the screenshot It is not a reflection it is really there, floating outside the glass covering the lights.
    1 point
  4. Unfortunately, X-Plane's lighting doesn't take into account miscellaneous 3D mesh objects. So the light shines right through the objects. On the other hand, I haven't really tried it, but in theory, maybe a planemaker object or objects would occlude the lighting when placed where the 3D mesh is. Then simply set them to invisible in Planemaker. I haven't tried this, but it may work.
    1 point
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