Theater developmental notes - Questions questions
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Very interesting I find this conversation and all the information you’re providing.
Arty,
from a pedagogical point of view I completely agree with you. Learning a process (whatever), from my point of view, first requires a global overview. Giving too many details at first can cause overview of the process that is lost. For me it is like constructing a building: first the columns and foundation, then the walls, electricity, water …. and in the end we can focus on that wall hang that picture that we like and what color to paint the dining room (Analogy )Demer,
I also understand your point of view. In fact I also think that “to do something big not to overlook the small details.” All these details are very important … And suppose the difference, in our case, of powers to build a 100% operational airbase, 80% operational. 60% … The more details you have in mind will be more operational airbase we have.I think we all agree that it is much more rewarding for everyone and especially for the BMS community that knowledge is disseminated, especially among those who want to learn. That little effort to make those amazing tutorials, videos, answers in forums allows more join efforts.
From my perspective, as an apprentice, I wish to acquire a global vision clearly. But I do not want to miss important details. Now I obviously can create new air bases and airbases preserve korea. But I’ll have to clear many small details to keep in mind that the new base is fully operational:
So,
- I’ll reference the general Arty tutorial for adding new features and objectives:
- I take as reference the advice EGHI has given me during this time and also huge help to the airport of Gibraltar. This small airport F4Spain serve as a starting point to build for ourselves the other airports.
- I’ll reference information Demer when I advance in my studies: Demer tutorials
- When in doubt seek if the answer is already answered in the forums and if I do not found it you do ask. Your help is invaluable to us all.
I use a translator. I apologyze. I try to use simple sentences the meaning of my words is not lost.
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Gents,
I think going forward the Video Tuts will help you\us much more than trying to address every question\aspect of the process\tool’s and educate us or me on them. (and reduce the size of my Inbox….LOL!)
As far as sporadic\random post on a subject, I can now take us from beginning to end.
BUT here is the caveat…I am presently working on the custom AB’s for Guam. So for now this is the ONLY issue\process I will address.
Once that is done I will move on to the next aspect that is needed for Peep’s to build successful campain’s in a theater.
This time I will post a video tut of how I get this done.I don’t write a lot of things down anymore and one of my apprentices,chuckle…. has said to me in TS "God man, how do you remember all this???)
I don’t, unless I am working on that particular module, then it all comes back.
I am then able to move through the process\tools by rote.
Remember I have been doing this for a looooong time…sighSo, if you bear with me, I think Falcon\BMS will benefit more than any other iteration of this title.
BTW “I DO NOT know it all…but I can find out what I don’t know”
In this !@#$%^ sim we should ALL strive to do that…LOL!!!tired demer
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hmmm terraform via 3ds to Falcon…
WIP needs extension so that the 3d model will be diving in to the terrain mesh to blend naturally I remember I did something with Gibraltar but was unsuccessful also seems to overcome the total size problem where the model was not showing in Falcon and LE was crashing. So u divide the object to about 2-3 km areas and it will work.
I remember I posted a vid how to get real terrain data and build an accurate 3d model but can’t find it now… :lol: does anyone recall?
So here Half isthmus of Corinth: https://www.google.com/maps/place/37%C2%B055%2730.1%22N+22%C2%B059%2749.5%22E/@37.9250315,22.997075,3373m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0
and in Falcon:
Edit never mind found the newer version:
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So the GU’s pass according to links they totally ignore roads rivers water sea mountains space whatever u name it… They travel only at the middle of the tile… Thanx RAM22 for verifying it.
They even don’t have respect for the objectives and 3d objects… they pass inside eachother and inside static 3d objects.
This must be a BUG???…
let me show u why:
I edited the tile objective - object and putted the damn bridge to the middle of it, as I have seen the GU’s passing.
Now when they enter the tile the first unit’s perform a 360 turn around them selfs and then they continue as before. Like they hesitate or they have a choice to make but they stick to the link rule.
They elevate and follow the elevation of the ramp of the bridge they continue a bit on the bridge then they fall down to the tile, they advance then they jump on the bridge, they advance then they fall down, and so on and so forth…
pics:
I’m done with this stupid thing…
@Arty
I checked in Korea:You can not do anything.
Is this BMS is fixed in 4.33?
I have observed that in the Theater of Korea BMS 4.33:
Some bridges are centered:
Other bridges are not centered:
Are the troops pass through the bridges? Is it no longer necessary to place jumpers in the middle of the texture?
In Pillars of Hercules we have adopted the BMS database 4.33. We are importing new airports. But concerning the bridges. What is better? ¿Redirect our focus other bridges with textures? Or redo textures river crossings and roads and bridges placed in the center of the texture?
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I don’t think so. The video biker posted in another thread the units where passing next to the bridge, and not on the bridge. Not clear but obvious.
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Hey guys,
think we need a different solution for this anyway…
What about, if we can define a PT (bridge entry point) where the ground units are heading towards and so perfectly can enter the bridge, regardless of where it is positioned on the tile?Cheers
Biker -
Hey guys,
think we need a different solution for this anyway…
What about, if we can define a PT (bridge entry point) where the ground units are heading towards and so perfectly can enter the bridge, regardless of where it is positioned on the tile?Cheers
BikerGood idea.
u need 2. Entry and exit and maybe some in between? for turning bridges?
Resembling the taxiway procedure kinda. like entry exit and points in between. The thing is how to manage which is the entry start point depending on the direction… so that units will not go around in circles. u must have a magnet like procedure to force the units use the nearest entry point. Then the other point will be the exit. in between they will follow the points.And cause bridges are a bit ouch in numbers (some xxx) if the points don’t exist just work as is now?
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Hi Arty,
Good idea.
u need 2. Entry and exit and maybe some in between? for turning bridges?
Resembling the taxiway procedure kinda. like entry exit and points in between. The thing is how to manage which is the entry start point depending on the direction… so that units will not go around in circles. u must have a magnet like procedure to force the units use the nearest entry point. Then the other point will be the exit. in between they will follow the points.And cause bridges are a bit ouch in numbers (some xxx) if the points don’t exist just work as is now?
yeah exactly that is the idea, just was too lazy to write in detail.
Cheers
Biker -
I made small test theater and put files set into Korea. What program should I use to changes the theater geographical coordinates.
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I made small test theater and put files set into Korea. What program should I use to changes the theater geographical coordinates.
Notepad works fine here
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use Monster`s terrain editor - edit MAP file IIRC
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use Monster`s terrain editor - edit MAP file IIRC
Thank you Lukas!!! Coordinates was successfully changed :headb:
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What file should I change?
In your terrdata/weather directory, file is called weather.ini - you can change the timezone and lower left latitude and longitude co-ordinates.
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In your terrdata/weather directory, file is called weather.ini - you can change the timezone and lower left latitude and longitude co-ordinates.
Thank you Malc! I have made exact coordinates by MonsterTool and with your help I have correct timezone!
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hmmm Another question I believe is left unveiled and lies somewhere in the darkness…
Lightstring…
where you set the lights on airports… and maybe not only… from one side to display one color - light and the other side to display a different one…
So how do we do this?
How do we set the properties? -
hmmm Another question I believe is left unveiled and lies somewhere in the darkness…
Lightstring…
where you set the lights on airports… and maybe not only… from one side to display one color - light and the other side to display a different one…
So how do we do this?
How do we set the properties?HHHeeeeeeLLLLLLoooooooooo!!!
No one?
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hmmm Another question I believe is left unveiled and lies somewhere in the darkness…
Lightstring…
where you set the lights on airports… and maybe not only… from one side to display one color - light and the other side to display a different one…
So how do we do this?
How do we set the properties?Arty,
Can you be more specific in your question about lightstring?
I’d like to help out a bit if I can, but I’m not fully understanding your doubt… -
Well I thought lightstring would ring bells to the ones that know about it.
texting the q in my bad English wasn’t the best…
I’ll try some screenshots and maybe I’ll dig up the tech doc’s.
if u want one light to display 2 different colors.
u must land from 026.
When u go from 026 u see white light. but if you come the opposite like from 206 then u see red light.now u don’t put 2 omni lights as we know them in falcon cause both will be displayed from every direction.
With lightstring it’s one light and u set the properties so that from 026 it’s white and from 206 it’s red.it’s doable in Falcon but not shared info…
Same might apply for taxilights… like don’t go in this way having red color but if you come from 180 degrees it’s ok and white color or blue whatever the books say it should be.
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Ahhhh, perfectly clear now!
So, something like the “Threshold Lights” feature from the DB.
From one side, red; from the other, green.
Well, looking at its structure in LODeditor it seems rather simple.
Take a look at CP20, which is red:
Now, CP 21 is green:
We can do these changes by hand by simply changing the color code, but directly from the 3dsmax model, I have no idea for now…