TomsKorea2015-Reloaded
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Guys,
Quite a lot of time went to make sure that all of the new tiles in 4.34 have proper edits for paths and areas. As you realize all that is campaign critical. Some of the older tiles …yes original 4.32 version had them incomplete (at best) and sometimes pretty weird and sometimes just plainly wrong. TC tiles carried those paths and areas unchanged. Do not ask me how that has been not noticed, while playing campaigns b4 and how much that has now influencing lower FPS (since it is been corrected).Then there is this autogen tree and grass problem, but this is the least of the worry as far as campaigns are concerned.
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Maybe if someone know how to place the trees in those tiles we can work it out.
The best way to PM to TomCats directly ))) He is the only one man who could do it the best!!!
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Guys,
Quite a lot of time went to make sure that all of the new tiles in 4.34 have proper edits for paths and areas. As you realize all that is campaign critical. Some of the older tiles …yes original 4.32 version had them incomplete (at best) and sometimes pretty weird and sometimes just plainly wrong. TC tiles carried those paths and areas unchanged. Do not ask me how that has been not noticed, while playing campaigns b4 and how much that has now influencing lower FPS (since it is been corrected).Then there is this autogen tree and grass problem, but this is the least of the worry as far as campaigns are concerned.
From my test autogen trees and grass don`t affect FPS (only 1-2 FPS change). IMHO, low FPS problem somewhere else.
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From my test autogen trees and grass don`t affect FPS (only 1-2 FPS change). IMHO, low FPS problem somewhere else.
Tavor: It is texture variety. And IMO the new texture variety in this sim and others alone is a reason to go for a new rig, even if I myself have to admit it will take a while.
Every 5 years sims make such a step upward…then again using Tom’s textures here is a very logical and doable alternative, as they rock as well.
The thing which makes Polak’s tiles so unique is also the fact that Ted was ABLE to assign the trees very smartly utilizing the new terrain engine, while Tom was stil working with 4.32.
Wise ass smart talk off…as if I knew the first thing about making Falcon tex.;-) -
Tavor: It is texture variety. And IMO the new texture variety in this sim and others alone is a reason to go for a new rig, even if I myself have to admit it will take a while.
Every 5 years sims make such a step upward…then again using Tom’s textures here is a very logical and doable alternative, as they rock as well.
The thing which makes Polak’s tiles so unique is also the fact that Ted was ABLE to assign the trees very smartly utilizing the new terrain engine, while Tom was stil working with 4.32.
Wise ass smart talk off…as if I knew the first thing about making Falcon tex.;-)Totally agree with you! I put my testing to do something to help the developers. Maybe this will help them to optimize BMS in the next update.
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P.S. Also cloud textures from Tom`s weather folder look very good!!!
Small correction: those are my cloud textures and you can always download them from here if you like them: https://www.benchmarksims.org/forum/showthread.php?17433-Cloud-textures&highlight=cloud+textures
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@Nuno:
Small correction: those are my cloud textures and you can always download them from here if you like them: https://www.benchmarksims.org/forum/showthread.php?17433-Cloud-textures&highlight=cloud+textures
WOW!!! So, I tested your weather textures and TomCats terrain textures and all works perfect in Korea 2012 by Chuckles for BMS 4.33. Now I use your textures with real weather files made by Ahmed Grb2fmap program. Thank you very much guys for your outstanding Falcon BMS improvements!!!
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@Polak Paths and areas on tiles textures are campaign critical?
Areas for what? Auto-generated trees? I don’t think they are campaign critical.
Paths as far as they follow the “cross” rule for falcon code? -
@Polak Paths and areas on tiles textures are campaign critical?
Areas for what? Auto-generated trees? I don’t think they are campaign critical.
Paths as far as they follow the “cross” rule for falcon code?@Arty. Ever seen Ground Units marching over the water? Ever heard of “cost” of the travel of Ground Units over the different types of terrain?
Falcon as originally intended and designed was/is very complex and sensitive to many factors simulation. Not only in the air but also on the surface of land …and water. Many things are taken into consideration. Unfortunately, over the years, misunderstandings and sometime flat refusal to follow certain input rules and values may make this deep simulation nothing more than dull background to screen postings. -
@Polak I have heard them way much and spend much time and lots of threads and posts exist on the subject and IIRC there are and posts from dev’s admitting that those don’t work.
This is why I ask.
In 4.32 yes units travel on water from Turkey all the way to Athens crossing the whole Aegean area. And as it had to do was the links and not paths and areas.
And on the other hand naval units (which have no links to follow as ground units) where not passing from water ways that where narrow.
Tests where made on TE’s, unless what u say is that for campaigns it’s another thing. So for campaigns works for TE’s doesn’t work, or in 4.33 all the previous are changed.
Cost IIRC in a very simplistic way to say it is for the engine to choose which route to follow…. like if units have to go from A to G route 1)A->C->F->G is more expensive than route 2)A->B->C->G So the engine instructs the units to follow the route 2). Same way mountains are not passed like they are flat from units. Or a destroyed bridge in the route rises the cost. IIRC a few weeks ago Boxter posted a vid or photo where units where passing not on the bridge but right next of the bridge.So?
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there are and posts from dev’s admitting that those don’t work.
I believe, they do work, unless there is a hole somewhere. This is why it is so important to keep integrity of paths /areas everywhere (on all of the tiles).
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I believe, they do work, unless there is a hole somewhere. This is why it is so important to keep integrity of paths /areas everywhere (on all of the tiles).
Well code wise there in no believe or misbelief, it’s either they work or not, or some features of them work or not. and I say some features cause I understand that this is huge.
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@Nuno:
Small correction: those are my cloud textures and you can always download them from here if you like them: https://www.benchmarksims.org/forum/showthread.php?17433-Cloud-textures&highlight=cloud+textures
D/L link no longer works.
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Ok gentlemen! Now I know how to remove trees from the air base!
It works good day/night with all seasons - summer, spring, autumn and winter. MONSTER TOOL the best tool ever :headb:If TomCats would allow me to make a changes in his files and upload this fix for 4.33, I can remove the trees from other air bases.
Here’s what I got at Kimpo Airbase:
summer
autumn
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And now I know how to remove visible border from tiles with water textures!!!
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good good good
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Tom Catz and Tavor,
I have a dream… (hint, hint)
With best regards,
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Tom Catz not working on them no more?, if so why?, their awesome. Good luck fixing them Tavor, hope you can do it, would love to see them finished and ready to rock.
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good good good
Tom Catz and Tavor,
I have a dream…
With best regards,Tom Catz not working on them no more?, if so why?, their awesome. Good luck fixing them Tavor, hope you can do it, would love to see them finished and ready to rock.
Thank you all for your support of TomsKorea2015-Reloaded project and my work. I sent a letter to Tom Catz, and waiting for permission to continue my work.
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Tavor,
thanks a lot to you, and Tom Catz too for sure, the dream is more close to become true.
Please keep on informing us, with best regards,