Guam Beta Release
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So it has been a minute since last post, BUT work continues as time permits on many POC’s in GUAM theater.
Example:B4 we go and say this is an “Adaption” of Cannons work for Hellas….NO it is not. This is a continuation of the work on ROTA airbase but with much better results in DX rendering ;). Saipan, sadly, was the last island PR tiled in GUAM and at the time Vags nor I had good imagery. It suffered a bit from that. So my work in the last Falcon weeks was to bring it up to the same standard of PR tiles as the rest of GUAM. Almost there…the Airbase is my “BABY” for now.
The pix show a much simpler technique to derive the feature of the runway\taxiways as rendered in game. BUT it forced me to using …cough,cough…TEXTURES!!! to achieve the results!!!..aaaarrggghhh!!!
LOL!!!
It is OK though because in GUAM the Koreaobj folder is MUCH smaller than stock BMS. Whew!!!
As soon as Saipan is finished we will have a new Guam POC Beta released…2-4 Falcon weeks…LOL!!!Kind regards,
demer -
Where the hell were you hidden Dave?
Get out of your cave man… :mrgreen:
Go ahead that baby!
Hmm, Andersen AFB, I still have the real nav. charts waiting on my desk…
Nikos. -
Sooooo….it has been a Falcon minute…BUT it has taken this long to Proof a Concept, here are the results:
This Airbase\Runway Feature (Model) is 2 Polygons i.e. a rectangle, as well, the Texture associated with it is 10240x10240……WOW!!!
You might say…but we only load it ONCE and it gives us a lot of “Room” to add to the texture. I plan ATM to have only two textures that cover ALL of the AB’s in theater. Hmmmm riddle me that Batman…LOL!!!
We might ask why not use the provided stock BMS rectangle model’s???..NOT Photoreal…these are,they match the tiling
I would like to thank CCC for sending me down this “Rabbit Hole” I think it was worth it…LOL!!!tired Demer
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So Mother Dave came back…. That’s a new for sure :rofl:
Nikos. -
This week we moved from POC for Saipan to WIP status.
"So I got me some trees:
And some LED’s
its a sweet f**king hustle don’t knock it"
tired demer
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What kind of trees are those?? Porcupine?
C9
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@Cloud:
What kind of trees are those?? Porcupine?
C9
LOL!!!
ClipArt my man……I’m pressed for time ATM…
At least they are not Evergreens…:mrgreen:
Hmmm…maybe for Xmas I’ll throw some Lites on 'em for U…:rofl:Dave
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This week we moved from POC for Saipan to WIP status.
"So I got me some trees:
And some LED’s
its a sweet f**king hustle don’t knock it"tired demer
Nice lighted ATC…
Nikos. -
Peep’s, here are some pix of the transparency POC started on AAFB some months ago. I.E. the netting over the generators on one of the hangers.
ICRCATM but I think it was the B52 hanger……LOL!!The FPS drop on the last pic is due to the cockpit model NOT the Camo Tent model.
This just proves that we can take complex models with high poly counts (in this case ~500,000 Polygons) and use them in FalconBMS without a FPS hit from DX9c.
NOTE: NO texture is used in this example, just Standard 3DS materials……;)This is the last POC for modelling from me for a Falcon minute…I have other things to do ATM.
Enjoy the pics,
tired demer -
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Well now, thanks peeps for the continued support\curiosity of this little POC theater!!!
Here is another Concept to wrap our collective head’s around.
Here is the “Heads Up” statement……though I “heard” of Ted’s (Polaks) terrain detail overlay was upcoming in U1, I did not foresee the disturbance it would cause for a PR tiled theater. It does work well for his tiles in Borea, they render very nicely Ted…and almost “seamless” good job M8…;)
BUT the overlay does not work for GUAM per say. Vags and I have tried many “Hacks\Tricks” to get it (the overlay) to play nice in GUAM…it just won’t. The biggest problem is the lossy of detail of the PR tiles. Ted if you have any ideas, please PM or E-Mail me.
It’s OK though as there is a workaround…so to say…;)
So back to the concept, since I could not get satisfying results with the PR tile itself I decided to incorporate it into the “Runway Feature” on the Tinian AB.
Here are the results in Game…Here is the 10240x10240 texture used in the Korea.obj folder
See……???
tired demer
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Easy question: What is the width of the RWY Dave? I think that you “stretch” it too much…
Nikos. -
Easy question: What is the width of the RWY Dave? I think that you “stretch” it too much…
Nikos.200 feet, does not include the apron, as well, the Rnwy Dimision PTS are correct…those “contain” the AC within a given dimension (a sandbox,ROTFLMAO so to speak)…see…???
ALSO…something close to Your development…this OBJ has the ILS “Feature” centered on the Runway Feature Center…just an experiment ATM (for U),BUT the ILS Bars in pit for “Joe Pilot” are aligning correctly…though I did have to change your ILS+Stations.dat to match…I don’t care about the AI, they fly from Point A (Take Off Point) and return to Point B (Runway Point)…no matter what…LOL!!! Weather,Loses, no gear down not a problem for them…LOL!!!Cheers,
tired demer -
Nice about 200 FT for width.
And sounds great that you have the emitting ILS centered on the RWY. Well done mate :drink:
Do not forget the touch down point with ILS to be around 1,000 FT after the RWY threshold bar.
Nikos. -
Nice about 200 FT for width.
And sounds great that you have the emitting ILS centered on the RWY. Well done mate :drink:
Do not forget the touch down point with ILS to be around 1,000 FT after the RWY threshold bar.
Nikos.Hi Nikos,
As far as the dimension’s….as close as I can get to RL with the tools. I round Down from the 3280.75 to get a reasonable compromise.
You are a Civil Engineer…you should understand that matching a picture to a Plat is not always best …;)
Depends on which pic and which Plat…LOL!!!The emitting feature (ILS Glide Antenna) is not centered on the RWY in this case. It is centered on the Objective center that contains the RWY feature.
I do not think this little experiment is going to solve it for Custom AB’s in BMS…need the CODERS for that.
As to why???..CODE SEZ’ get RNWY PT and this and that DATA…throw in an integer and resolve ILS from that…basically.tired demer
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Hmmm… my time spent on this ILS thing has not proven successful. It seems to be interdependent on the AC “Joe Pilot” is flying. I have run into this in the past where as you are “Flying an F-18\C” BUT CODE sez you are\can only fly an F-16……LOL… does not matter what the DATA sez. Though centering the emitter on the OBJECTIVE has helped a bit. We are still indicated off a bit in the pit. i.e. the “BARS” are slightly misaligned. BUT the TD point is drifting mysteriously correct in the HUD on any AC I was using??? Needs some CODE work I guess…this end’s my work on it.
BUT going FORWARD I know I have posted some pics over this concept some time ago and was convinced, due to the high Triangle count, that at that time it was not feasible to do.Though I was convinced at that time there were other ways to attack it and overcome the L2 limitations with out a huge FPS hit. So….given sometime this holiday weekend this is what I have come up with…REMEMBER POC\WIP!!!
HEH,heh……ha…!!! What we need to realize is that we have reduced the Vert\Poly count extremely from last example. Still have a reasonable PR element i.e. the “Tile” image at a woefully low rez of 256x256x1024, that can change quickly……;)
Hmmm…for the other modelers out there, what i did was pull up a TOPO map of the area in PS and selected only the Black lines (depending on your image you may have to convert it to BW\Greyscale) I then converted that to an .AI file so 3DS Max could read it. Once you get there the rest is pretty easyEDIT: so I get a phone call about this asking to explain a bit more… pretty simple really…the following pics are an expansion on the idea and include an over exaggeration of how we would solve the issue of ABase leveling…enjoy!!!
Here we can “Adjust” the texture as needed……
In the “Model” we can adjust the “Wireframe” as needed……
Here I have “Leveled” where the new Airbase would be (over exaggerated to proof the point to someone)
NOTE: the poly count has grown some,…LOL… that’s my bad as I move forward with this concept, won’t be that big in final!!!BUT ohh what we could do if we could keep the “Feature” at 4K or less???
“Just because we don’t know, does not imply we cannot ask”
VERY tired demer 828,……LOL!!! -
Deeeeeeeeeeeeeeeemer
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No joy with the ABase thingy, I forgot the ABase resides on the Wireframe from L2……LOL!!! (Gettin’ old I guess)
WHAT, U think that’s stopping me???
Naw, don’t bother me with minor details, let’s get to the point of the concept.First let’s look at it Without all those Poly’s, remember I stated that I would reduce the Poly count a LOT:Soooo……I cut a hole in it ~the size of 12x12 tiles that we use for ABase’s (having again a scaling issue between the tools…sigh):
then went and modified the Terrain L2 to try and fit the Terrain wireframe into the “Feature” mesh……;)
I believe this will play nice with Falcon. Here’s why……
FPS JUMPED by 30!!! Makes sense though as I am only using 1 texture over a low poly model as compared to 40+ PR textures that load one at a time and are rendered the same, one……sigh…at a time. Did I Stutt…Stutte…Stutter just there…no shame meant on those that stutter.
Ohhhhhhhhhh…what we could do with this once I get the damn “Script Monkeys” to go along…;)That’s a point for a furture post about “Wat in the Hell are Uz’s guy’s running into” the feature or the wireframe??? Damn AI…!!!LOL!!!
Enjoy the idea for a Falcon minute,
tired demer828 -
This is NOT for the feint hearted…I was TOTALLY amazed at the results:
Some points to ponder……
one this “technique” will remove the 4096 tile barrier in Falcon (just have to have a water tile or 12 of Ted’s ; )
two the L2 needs no elevation just zero.
three Falcon BMS and DX9c seems ATM to accept “Real World Coordinates” in the tools…Though I do not know how, ATM, this will effect the remaining Data i.e. ILS+Stations…etc.
I will find outVERY,VERY, tired demer
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Demer,
I don’t think we will ever find a “stopping point”, Crusty Bugger" syndrome I guess :).
Looks great for an island that caused so much grief.
Vags