Guam Beta Release
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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
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Demer your 2 last posts where totally non understandable by me.
What exactly r u trying to do?
Combine terrain with 3d object?
terrain l2 is low detail and you try to add a huge 3d object for more detail? -
Demer your 2 last posts where totally non understandable by me.
What exactly r u trying to do?
Combine terrain with 3d object?
terrain l2 is low detail and you try to add a huge 3d object for more detail?Hi Arty…lets try and think “Outside the Falcon Box” for a moment…WAY outside that box!!!
Initially my thought was, as you stated, to combine the terrain with the object. My concern was the AI not being able to TO\LAND.They did not do well when the model was combined with the terrain. They kept running into a “Mountain” so to speak. So I had to exploit the new carrier code a “Little” bit……LOL on the “Little”…!!!
I do not have the time ATM to help us understand but I will leave a hint:As far as the l2 is concerned,I have flatten it (all elevations to Zero). Using this technique for small island theaters for Single play should work. DUNNO for MP???..…it should as “it”,the model, is transferable.
U get it now???..if not let me know…
Crusty Bugger2
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get it?
lol
u r starting to learn I see,
a year ago:
https://www.benchmarksims.org/forum/attachment.php?attachmentid=23800&d=1423316044
https://www.benchmarksims.org/forum/showthread.php?25088-Ikaros433_v2_2&p=355214&viewfull=1#post355214two years ago:
Just a kind joke… more like a tease… don’t be so tired… u must do better, and faster. :lol:
Oh and totally flattening the l2 is wrong IMO.
U zero the hitbox and radius of the 3d model and underneath have the L2 but not come above the 3d model. That way AI will crash on terrain. With the 3d radius and hitbox crashing will be trouble for complicated 3d models. -
The idea is to make it LESS complicated……easy per se!
demer
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Dave, thinking way outside the box here. Could the wireframe have textures incorporated into it, say a green/brown background in the way you have been capable of adding textures directly to the 3D model? In this manner, we would only have to tile cities, water and some roads. Everything else would already be textured. Furthermore, bleeding between tiles would not be notifiable due to the wireframe already being coloured with a matching base. This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota.
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Dave, thinking way outside the box here. Could the wireframe have textures incorporated into it, say a green/brown background in the way you have been capable of adding textures directly to the 3D model? In this manner, we would only have to tile cities, water and some roads. Everything else would already be textured. Furthermore, bleeding between tiles would not be notifiable due to the wireframe already being coloured with a matching base. This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota.
Gavin,
That could be an approach to maintain some of the elements of terrain texturing as we use\apply it now.This concept does away with tiles outside of Water tiles completely……so…what does that solve??? It overcomes the 4096 limit. The textures I am using are from ALPHA Guam mash ups and are really small and pixalated, but still produce reasonable results for this test.If all the DATA comes together I will ask Vags to redo the BETA textures at a much higher Rez.
Most importantly to your post…“This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota”
Yes and no, there are only a few features we can use from old skool that span more than one tile\wireframe. That constraint seems to be removed in BMS. We will see in Hawaii……;)Going forward, I am pointing out the peninsula on Rota in this series of pix, the reason, we are now able, with this concept, to produce l0 type elevations in Falcon BMS :
Yeah I took the time to manipulate 1000 vertices just for this, it’s worth it me thinks.
NOW we might understand,
TIRED demer -
Sooo…I took a long flight in a TE @ 2AM today. RTB’d and guess what??? The island had moved away……Though I had set the Carrier Move Speed to 0 and removed it’s WP’s, I guess “SHE” decided it needed to be somewhere else…Oh Well…LOL!!! At least the AI wingy had the smarts to warn me he was returning to Alternate. Should have gotten a clue there.
So back to the future I went…using the l2 I stuck the feature (now a feature again) over the wireframe and adjusted its heights to match the AB. But this time I did not try to match the tiles to the texture. Instead I only Leveled the l2 Wire frame under the feature…the rest stay at 0.That is working now. BUT the ILS is again way off…later Nikos, me thinks I know why.
So going forward with the concept I have remodeled the feature a bit and included some more extreme elevation changes to see how “She” might render them in game.
Example here:I do believe I am in a Rabbit Hole with this and that others have tried, BUT I see success on the Falcon horizon soon……;)
Always walking forward,
demer -
So, we earn something and lose something else.
Why the damn ILS…. :rofl:
Nikos. -
RTB’d and guess what??? The island had moved away……Though I had set the Carrier Move Speed to 0 and removed it’s WP’s
It doesn’t matter what the Carriers move speed is. And for it to stay stationary, it needs one WP.
C9
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@Cloud:
It doesn’t matter what the Carriers move speed is. And for it to stay stationary, it needs one WP.
C9
OK Cloudini situation solved, thanks anyway.
Going forward we now have a flyable feature in Falcon……no you can’t Fly the feature, though in some past versions you could, as well as drop them as Bombs…ROTFLMAO!!!
BUT we can now TO\Land on the island. I choose Tinian for this experiment as we could never get the L2 to bend satisfactorily due to its extreme elevation changes in RL. It is mostly flat to the North but has some “Mountains” on the South end. So some examples of what demer is doing “Outta’ the Rabbit Hole”…AND Way outside the box…I mean WAY Way way outside the box…LOL!!!
Do not take the last Pic as what is going on in Guam. That was just a test to see how far we could take the concept if we wanted to……it took five days to get there…
Very tired, but delighted,
demer 828