WIP - Guam Theatre
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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!!! -
Well done Demer, nice music also. Hmm I believe your age is hanging out.
Vags
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even though primitive looks nice and alive.
from far in real looks the same.So for faaar lod it could be this without any textures and for close up (and personal) it could be textured or painted.
like facades… -
Well done Demer, nice music also. Hmm I believe your age is hanging out.
Vags
Haha, a nice one mate! :rofl:
Nikos. -
Great stuff! Nice Idea- I like it! :drink::high5:
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Dear Demer, I always knew of your good taste, also with music now… Jefferson Airplane on their first times, am I saying it right? Ehi, guys… that’s still ‘Music’, you know
With best compliments for your choice, Demer, and regards,
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So another weekend of Falcon……
And onto the next “Land Mass” feature in this Theater…GUAM!!!..
Real Life picNew Terrain pic
As close as I can get……LOL…well not exactly…CE provides you the ability to quickly produce terrain based on Height Maps. As well, it provides you the ability to place buildings (Two Polys if you know how the Rules play, we will make buildings out of them later in the process) at the correct elevation on the Terrain. Also it will export a .dxf of the road network…Hmmm why does demer need that??? That is our “Thousand Point’s of Light” needed to produce the street lights!!!
cheers,
demer