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View Full Version : AAA accuracy through clouds



Zeroneg1
06-01-2004, 09:26 PM
Hi All,

IS it me or do the AAA gunner can see through clouds? I seem to get hit eventhough I am flying inside the clouds at like 1200 altitude.

Was this ever fixed or addressed or planned to be addressed in the future? I wonder how hard it would be to implement a sprite 'depth' or 'sprite layer density parameter' for the visibility for the AAA gunners.

Anybody encounter this anomaly? I mainly fly online and experience this online. I have not checked offline.

Zeroneg1
06-01-2004, 09:26 PM
Hi All,

IS it me or do the AAA gunner can see through clouds? I seem to get hit eventhough I am flying inside the clouds at like 1200 altitude.

Was this ever fixed or addressed or planned to be addressed in the future? I wonder how hard it would be to implement a sprite 'depth' or 'sprite layer density parameter' for the visibility for the AAA gunners.

Anybody encounter this anomaly? I mainly fly online and experience this online. I have not checked offline.

Cragger
06-01-2004, 10:32 PM
To AI clouds don't exist, they are only a hinderance to you and other than that are mearly asthetic value.

http://redspar.com/redrogue/cragger_sig.jpg

Zeroneg1
06-01-2004, 10:50 PM
hmm ok thanks. It should not be too hard to implement a collision detection for this though since I'd imagine that the sprites (polys with alpha channeled textures) are stacked or rotated on an axis or have camera/view orientation parameters depending on the view or who is viewing and orients accordingly. There should be no difficulty in doing some raycasting routines to establish the depth or distance so we can have a more realistic AAA. I have read some newer real-time cloud implementation from Siggraph 2001 which addresses the a/c visible clipping/occlusion issue nicely. I really should find that PDF http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

FritzFrotz
06-02-2004, 08:59 AM
The strangest thing is that Il-2 already has a system for calculating visibility in the clouds; padlock breaks when the opponent enters a cloud.

Zeroneg1
06-02-2004, 04:15 PM
Ok I did find the PDFs for those interested:

http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf

http://expert.ics.purdue.edu/~schpokj/research/papers/scaclouds.pdf

Video card's GPUs today can do raycasting computation in the hardware, it does not even need the CPU and easier if you use HLSL.

I hope that Oleg will consider AAA occlusion/collision issues in either the next patch or in BoB or PF. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif