[Editorial] I found this editorial burred deep in the recesses of our archives and was never published. This was written my Mark Hrycenko a few months back and it's a good read. Check it out!
________________________________________________________
Lately, I’ve been testing quite a few airport sceneries. Throughout this testing I’ve made some observations regarding which specific attributes differentiate average airport sceneries from something good or even great, at least to me. These days, buildings, structures, and static objects are almost always modeled well. In fact, I can’t remember the last time I tested an airport scenery and thought, wow, that building, hanger, or object is a complete mess.
Next, we address building, structure, and static object
texturing. Again, in most instances, these items are textured well and appear
to accurately represent their real life counterparts. Obviously, some developers
are better than others. However, I seldom test an airport scenery product and
note horrible object texturing, at least not recently.
To me, proper object modeling and texturing is just a very
basic baseline requirement for any airport scenery. These attributes do not
define the overall quality in my eyes.
You see, flight simulation is about immersion and third
party sceneries should do just that - enhance the immersion factor. The immersion
factor is not increased by sitting in front of any given airport building and
admiring the high quality modeling and texturing. The immersion factor is
enhanced by feeling like you are really arriving at the upgraded airport. This
means the scenery needs to offer quality representation all the way from approach
to shut down.
In my opinion, two of the most important attributes of any high
quality airport scenery are ground detail and area blending.
Anytime I approach a new airport scenery for the first time and
notice a defined border, I am instantly disappointed. If scenery blending is
poorly done the airport will likely not last on my hard drive. The thing for me
is this, if I am approaching an airport and notice a defined border, the
immersion factor is now ruined. No matter how well done the actual airport is
my immersion factor is compromised. If my immersion factor is compromised, the
inherent value of the scenery is now severely minimized before I have even
landed.
Most current airport sceneries offer some level of custom
photoscenery and autogen. The problem is when photoscenery is not blended well into
the surrounding area the custom scenery area stands out like an island. I wish
more developers would appreciate the importance of scenery blending and how
much proper blending adds to the overall immersion factor.
Next, ground work. I have tested some airport sceneries that
have the potential to be great, however, due to basic ground detail I lose
interest. When I am taxiing over generic repetitive ground detail without
nearby volumetric grass I again lose my immersion factor. In real life, ground is not completely
boring and it shouldn’t be in flight simulator either. I know not all will
agree with my comments regarding volumetric grass, but to me, it’s really a necessity
in this day and age. It sometimes seems as if developers overlook ground detail quality for more glamorous aspects of scenery development such as building and structure design. High quality ground is a must and without it other quality
aspects of the scenery will be lost.
These two attributes have the ability to kill an airport scenery
product, at least in my eyes. Without proper blending and high quality ground detail I will never feel like I am actually there. In fact, I feel as if I have
landed into some surreal island with lifeless repetitive ground.
Of course other items can add greatly to scenery such as
animated people, moving ground vehicles, waving flags, birds, boats, etc. But,
without high quality ground work and blending, the scenery may not last long
enough on my computer for me to even notice these items.
Anytime a developer can put all these attributes together in
addition to the expected high quality object modeling and texturing, you have something
wonderful. My problem is that I still notice sceneries which simply place a cluster
of high quality buildings on a cut out unblended photoreal ground with overlaid
generic ground textures. We are past this type of thing in FSX, at least we should
be, especially if I’m paying for it.
Disagree or not, these are my thoughts.
By Mark Hrycenko.
_______________________________________
By Mark Hrycenko.
_______________________________________
Check us out daily and like us on Facebook!
AirDailyX -We do things differently!
No comments:
Post a Comment
Comments are now deactivated. Please visit our new website: AirDailyX.net
Note: Only a member of this blog may post a comment.