WIP - Guam Theatre
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It has been sometime my friends since I have posted about further development in GUAM theater and for that matter, any theater in the BMS Falcon world.
BUT work continues in the area of terrain\airbase development using PR imagery and true to life DEModels.
As well as night lighting without a huge FPS hit.
Some examples of how far we can “push it”……with these techniques:These first four “in game” pics demonstrate our ability to realize the DEM true to life so to say……look how much better the land contours look in game than our first effort…;)
The last four pics demonstrate our ability to produce RL (Real life) lighting effects without a huge FPS drop……!!!
Cheers and keep the faith,
tired demerBTW I am NOT done with the “Cliffs of Rota” as in, I found recently, in the tool Cinema 4D, that I can create a plane (no not an F-16) but a planer object that is called Landscape and then we have the ability to Morph in the DEM…;) So, in my mind, the TRANSITION from land to sea will not be so abrupt!!!
Anymore… -
Not holding my breath on the Guam things… but really glad, that you are still kickin
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OKAYyyyyyyyyyyyy……it has been a minute or two since we had a look at GUAM theater. The only 100% (PR) Photo Real we have…!
Demer has been QUITE busy in Real Life these last few months, BUT still tweaking when I can Guam.
So here is some proof in the pudding so to speak of where I have gotten to with Guam.
Remember past post’s and the quest for FPS…total PR is a big hit on the Engine…BUT…LOL!!!Yup that is the stock BMS F18 pit…throttle to the card…;)
New “skins” for Guam……
Comparison of the old technique to the new, FPS wise.
Cheers,
demer
(@ the BMS Boyz……I never give up……ROTFLMAO!!!) -
Hi Demer,
Nice to see you active again on this very nice theater.
Last few weeks I actually took a very good look at the theater and ran into some issues that I tried to resolve.
The biggest showstoppers I encountered was with the second most northern Island. (Its the POC one I guess so perhaps I dare not speak bad about it;-))
3 issues, flying from outside and closing in there is a very noticable slowdown when the island ( loading big size .dds file) is happening and perhaps its airport dds file?
Second is the terrain height, it is possible to fly through the terrain (but this was still a Todo so I understand.
Last thing was also when getting in range of this Island flying towards it, there is quite often a serious shimmering of the water (white grey square that starts of the south western side of the Island. It is only visible on the water tiles. Originating edge of Island close to the airport and seem to go west and north away from the island (the square)
I tried setting all the terrain height to zero of the island and surroundings and that seemed to lessen the problem, but now you see two thick lines west and south (instead of a square).Actually I would love to have the same Island (theater map) but without the POC stuff island tricks, but I know you are working and testing new things with it.
Other then these issues I love this theater and its training possibilities in this beautiful theater you made.
Cheers Obi1 .
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Hi Demer,
Nice to see you active again on this very nice theater.
Last few weeks I actually took a very good look at the theater and ran into some issues that I tried to resolve.
The biggest showstoppers I encountered was with the second most northern Island. (Its the POC one I guess so perhaps I dare not speak bad about it;-))
3 issues, flying from outside and closing in there is a very noticable slowdown when the island ( loading big size .dds file) is happening and perhaps its airport dds file?
Second is the terrain height, it is possible to fly through the terrain (but this was still a Todo so I understand.
Last thing was also when getting in range of this Island flying towards it, there is quite often a serious shimmering of the water (white grey square that starts of the south western side of the Island. It is only visible on the water tiles. Originating edge of Island close to the airport and seem to go west and north away from the island (the square)
I tried setting all the terrain height to zero of the island and surroundings and that seemed to lessen the problem, but now you see two thick lines west and south (instead of a square).Actually I would love to have the same Island (theater map) but without the POC stuff island tricks, but I know you are working and testing new things with it.
Other then these issues I love this theater and its training possibilities in this beautiful theater you made.
Cheers Obi1 .
Hi Obi,
Thanks for taking the time to “Play” with the theater….not many people do. But that was one of the original intents of the theater, to share the POC’s to other devs so that they might\might not better their own works
To your points, slow downs due to terrain rendering have been reduced 10x’s in this latest work.
Water tile issue is known and discovered by Vags some time ago. I guess I will have him fix it…LOL!!!
Terrain fly through is a CODE issue and exists elsewhere in Falcon versions.Presently I have no work around for it.
Water shimmering started with the last update from BMS.I think we just need to copy\paste the water normal map in MiscTex to resolve it and maybe one other of Teds files…low on the list ATM…;)Cheers,
demer -
Nice to see you “alive” again Dave :p.
Nikos. -
Nice to see you “alive” again Dave :p.
Nikos.Hmmph……cough…cough…barely…LOL
But going forward some pics……remember in previous posts of 1000 points of light not hitting FPS, WE now have 1000 buildings not hitting FPS and by the way that is a HUGE landmass poly wise…!!!Cheers,
demerUmmmmm……sorry…thats 3000 buildings, it appears I hit the Clone button too many times……or not…LMAO!!!
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I posted a while ago about how we could possibly use Planes\Terrain in 3DS MAX to produce a rendered “Sea\Ocean” in Falcon\BMS.
I’ve been extremely busy in RL these last few months……ahh years…lol but I am still developing the Proof of Concept theater GUAM.
That being stated, here are some pics of the recent work on the WAVES surrounding Rota island in the Guam theater…mind the FPS…;)No longer FLAT, like this…at least for 750 KM…out
Tsunami for those who wish………in the background approaching the island.
Soooooooooo…I’m guessing we could model the entire Earth as a Feature on an Objective…but the Earth in Falcon is FLAT…LOLEnjoy,
demer -
That being stated, here are some pics of the recent work on the WAVES surrounding Rota island in the Guam theater……mind the FPS…;)
Enjoy,
demerNicely done ;).
Nikos. -
Cities PR:
So I posted sometime ago about Greeble tool and how it might be useful to us to build cities from PLAT maps. BUT it ends up building to many Polys for Falcon.
So I found a way in PS to do what I needed for GUAM…that is just the shell of the building. Drops poly count to almost nothing, but retains the relative positions of the buildings to the Photo Realistic image…;) Easily done on the IMAGE itself…“Get IT”"…LOL!!!
I have over exaggerated the buildings on Songsong, Singsing, PinngPong or whatever the heck that city is named on the ROTA penisA.That is just for my tired eyes. City 1, next to the Airport, is elevated properly.BTW this is the LAST iteration of GUAM the POC theater that we will see. Meaning that we now have a totally PR theater and it is time now to start building the Campain’s in my arse…LOL!!!
And YES we will be using DOTS for the AmPhib assaults…BECAUSE we only have TWO sets of tiles used on the Wireframe in GUAM…one used for the MEAN land mass the other for the SEA which has been reduced down to one in favor of are ability to render the SEA as a FEATURE…guess some of us did NOT get that little POINT!!!..Har,Dee HAR…HARRRRR…POINT…“Get it”…you know who or maybe this Pic will do it for you:These are the only F’in TILES used in GUAM……sigh…the rest of the “TILES” are made up of vaporware …ROTFLMAO…Not Really the “TILE” is part of the FEATURE
…I will take a minute now to remind everyone that PT\PHD DATA exists only on the Wireframe for AC’s. For the GU’s that Data exists on the “Tile” as Paths or Points. Now if you have Pathed a tile correctly i.e. a road path that matches the next tile then the GU’s will move as they should. If not then they will move to the next adjacent tile that is pathed correctly. This is why you may see slow downs in your Campain’s The GU’s are trying to get to somewhere at the lowest cost and they cannot.BUT if you POINT the Tile then the GU’s are free to move on to it from any direction
the tool SEZ…chuckle…NE,SE,EW,WE… IIRCC…something like that…LOL!!!
BTW this POINT is not a HACK as suggested by some, this DATA edit came from Baldeagle and goes along with the CODE we had\have ATM. So Please M8…SUp about it…TIA
It works…Enjoy and ask Questions…that I may not have time to answer anymore, Heck it took Nikos MONTH’s for a reply…Sorry M8’s
demer928 -
These are the only F’in TILES used in GUAM……sigh…the rest of the “TILES” are made up of vaporware …ROTFLMAO…Not Really the “TILE” is part of the FEATURE
…I will take a minute now to remind everyone that PT\PHD DATA exists only on the Wireframe for AC’s. For the GU’s that Data exists on the “Tile” as Paths or Points. Now if you have Pathed a tile correctly i.e. a road path that matches the next tile then the GU’s will move as they should. If not then they will move to the next adjacent tile that is pathed correctly. This is why you may see slow downs in your Campain’s The GU’s are trying to get to somewhere at the lowest cost and they cannot.BUT if you POINT the Tile then the GU’s are free to move on to it from any direction
the tool SEZ…chuckle…NE,SE,EW,WE… IIRCC…something like that…LOL!!!
BTW this POINT is not a HACK as suggested by some, this DATA edit came from Baldeagle and goes along with the CODE we had\have ATM. So Please M8…SUp about it…TIA
It works…Enjoy and ask Questions…that I may not have time to answer anymore, Heck it took Nikos MONTH’s for a reply…Sorry M8’s
demer928Good job on the cities… u know for Guam I searched it in the past and I can get the whole thing for 3d buildings. The map exists and is detailed with all lots for the buildings.
About the paths well I tell you this… there are no points there are paths and areas.
create the paths as you want.
create a canal in one tile and place a bridge placed in diagonal to the tile.
watch your GU’s not following the path you drawn. the will not use the bridge, let’s ignore the fact that they can’t drive on the bridge, still they will pass from the code path and not the path you drawn on the tile.
They use only the nsew, and maybe and the diagonals I don’t recall now, but they don’t respect the path you drawn.
So what you say is “kinda” true.
And as many said yes the paths and roads on the tiles must be placed to respect the falcon code manipulation and not vice versa which should be the correct one. -
BTW this POINT is not a HACK as suggested by some, this DATA edit came from Baldeagle and goes along with the CODE we had\have ATM. So Please M8……SUp about it…TIA
It works…Wrong, it is a CHEAT/HACK when you place it on every single tile in the theater!!! And it’s not a data edit, it’s a fact that was always there!! Don’t try to put it on Fred, he’d never use it in the manner you tell people to!!! He had scruples!!!
Besides, there’s not a thing in your post that isn’t already known.
C9
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Such a jerk
Vags
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@Cloud:
Wrong, it is a CHEAT/HACK when you place it on every single tile in the theater!!! And it’s not a data edit, it’s a fact that was always there!! Don’t try to put it on Fred, he’d never use it in the manner you tell people to!!! He had scruples!!!
Besides, there’s not a thing in your post that isn’t already known.
C9
Thank you for your brilliant insight
:bowd:
demer -
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Drop that to 4000 Polys and it is in……LOL!!!
Thanks M8 and per PM we will look at this or that
Remember FPS is the key to smooth Game Play……
Kind regards,
demer -
Well the maths are simple.
A building is 5 to 8 polygons.
16.000 buildings are about 100.000.
Now the windows are the Killers to have them night lighted.
So either 5 windows lighted per building will go 5 times more or double than the 100k. U could make the whole building for night with a switch.
Those are going full following real actual buildings count.
You can make just major cities or specific places of interest, near airbases or targets more accurate and the rest generic.
The proof of concept is there, it just needs time.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Well the maths are simple.
A building is 5 to 8 polygons.
16.000 buildings are about 100.000.
Now the windows are the Killers to have them night lighted.
So either 5 windows lighted per building will go 5 times more or double than the 100k. U could make the whole building for night with a switch.
Those are going full following real actual buildings count.
You can make just major cities or specific places of interest, near airbases or targets more accurate and the rest generic.
The proof of concept is there, it just needs time.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
New POC, thanks to you:
;0
demer -
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Sooo…it has been a couple of weekends of going through the learning curves of CE\ESRI, what not, with all the Rule’s for Procedural building of Citys ……Sigh…
Guess Nunos has it down and if you attempt this I strongly suggest you contact him!!! Me, I cut the rules to bare min…'cause that’s me…LOL!!!
Here it is…a terrain +buildings+night lighting+real world elevation+Photo Real imagery+++++++AND+NO FPS HIT!!!https://drive.google.com/open?id=1_Mp4gCKmP4TE0BTG0onbH4_czObMI4zY
All done in a few “Spare” hours, which I don’t have much of anymore. But anywho, enjoy and remember what the “Demer” said….FEED YOUR HEAD!!!
Chuckle,
demer
P.S. and yes I know about the Rouge Polygon at the Sandbox…maybe I’ll fix it…or…maybe not…Cheers!!!