Seosan Air Base(WIP)
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Finish just one. Nice texturing and correct ptype to glow at night.
Create all lettering and numbers with textures.
Those textures can be set for the model and from fe declare which to use. Shame way as rwy numbers.
Then u can share a full library for others to use.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Thanks guys,
About p-types, I was not sure to go with which type. I am still learning and trying something. I used different p-type for the part that supposes to glow. But if you have suggestions about p-types I would be happy to hear that.
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| LOD Editor Settings | LE
| LE
| LE
| LE
| | 3DS MAX object - polygon settings
| 3DS MAX
| 3DS MAX | 3DS MAX
| 3DS MAX
| 3DS MAX
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| Ptype | Color | Shading | Texture | Options | comment | pType | Vertex Colour | Smooth | Texture | Alpha Source | Opacity |
| 0 | Single | Single | None | Point | | 0 | Single | Facet | None | NO INFO | NO INFO |
| 0 | Vertices | None | None | Point | | 0 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 0 | Vertices | Single | None | Point | | 0 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 0 | Vertices | Vertices | None | Point | | 0 | Per Vertex | Smooth Group | None | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/ /Transparent | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/Chroma (Clip | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Single | Single | None | Line | | 1 | Single | Facet | None | NO INFO | NO INFO |
| 1 | Vertices | None | None | Line | | 1 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Single | None | Line | | 1 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Vertices | Vertices | None | Line | | 1 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/ /Transparent | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/Chroma (Clip | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 2 | Single | None | None | None | Glow at night ??? Display ok during day | 2 | Single | None | None | N/A | 100 |
| 3 | Single | Single | None | None | | 3 | Single | Facet | None | N/A | 100 |
| 4 | Vertices | None | None | None | Glow at night ??? Display ok during day | 4 | Per Vertex | None | None | N/A | 100 |
| 5 | Vertices | Vertices | None | None | | 5 | Per Vertex | Smooth Group | None | N/A | 100 |
| 6 | Single | Single | Texture | None | | 6 | Single | None | Bitmap | None (Opaque) | 100 |
| 6 | Single | None | Texture | None | Glow at night ??? Display ok during day | 6 | Single | None | Bitmap | None (Opaque) | 100 |
| 7 | Single | Single | Texture | None | | 7 | Single | Facet | Bitmap | None (Opaque) | 100 |
| 8 | Vertices | None | Texture | None | Glow at night ??? Display ok during day | 8 | Per Vertex | None | Bitmap | None (Opaque) | <100 |
| 9 | Vertices | Vertices | Texture | None | Typical hard surface texture | 9 | Per Vertex | Smooth Group | Bitmap | None (Opaque) | 100 |
| 10 | Single | None | Texture/Chroma (Clip | None | | 10 | Single | None | Bitmap | RGB Intensity | 100 |
| 11 | Single | Single | Texture/Chroma (Clip | None | | 11 | Single | Facet | Bitmap | RGB Intensity | 100 |
| 12 | Vertices | None | Texture/Chroma (Clip | None | Glow at night ??? Display ok during day | 12 | Per Vertex | None | Bitmap | RGB Intensity | 100 |
| 13 | Vertices | Vertices | Texture/Chroma (Clip | None | | 13 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | 100 |
| 14 | Single | None | None | Transparent | | 14 | Single | None | None | N/A | < 100 |
| 15 | Single | Single | None | Transparent | | 15 | Single | Facet | None | N/A | < 100 |
| 16 | Vertices | None | None | Transparent | | 16 | Per Vertex | None | None | N/A | < 100 |
| 17 | Vertices | Vertices | None | Transparent | Transparent??? Like Glass both sides (see through) | 17 | Per Vertex | Smooth Group | None | N/A | < 100 |
| 18 | Single | None | Texture | Transparent | | 18 | Single | None | Bitmap | Image Alpha | < 100 |
| 18 | Single | None | Texture/Chroma (Clip | Transparent | | 18 | Single | None | Bitmap | Image Alpha | < 100 |
| 19 | Single | Single | Texture | Transparent | | 19 | Single | Facet | Bitmap | Image Alpha | < 100 |
| 19 | Single | Single | Texture/ /Transparent | Transparent | | 19 | Single | Facet | Bitmap | Image Alpha | < 100 |
| 20 | Vertices | None | Texture | Transparent | | 20 | Per Vertex | None | Bitmap | Image Alpha | < 100 |
| 20 | Vertices | None | Texture/ /Transparent | Transparent | Glow during day and night | 20 | Per Vertex | None | Bitmap | Image Alpha | < 100 |
| 21 | Vertices | Vertices | Texture | Transparent | Transparent material Textured, alpha | 21 | Per Vertex | Smooth Group | Bitmap | Image Alpha | < 100 |
| 21 | Vertices | Vertices | Texture/ /Transparent | Transparent | | 21 | Per Vertex | Smooth Group | Bitmap | Image Alpha | < 100 |
| 22 | Single | None | Texture/Chroma (Clip | Transparent | Render To Texture for cockpit displays (texture 9999) | 22 | Single | None | Bitmap | RGB Intensity | < 100 |
| 22 | Single | None | Texture/Chroma (Clip/Transparent | Transparent | Render To Texture for cockpit displays (texture 9999) | 22 | Single | None | Bitmap | RGB Intensity | < 100 |
| 23 | Single | Single | Texture/Chroma (Clip/Transparent | Transparent | Glow, runway lights | 23 | Single | Facet | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/Chroma (Clip/Transparent | Transparent | Transparent | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/Chroma (Clip | Transparent | | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/ /Transparent | Transparent | | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/Chroma (Clip | Transparent | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Transparent | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/ /Transparent | None | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 26 | Single | Single | Texture/Chroma (Clip/Transparent | None | | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 26 | Vertices | Single | None | Transparent | <- Problem??? -> | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 26 | Single | None | Texture/Chroma (Clip/Transparent | None | Transparent??? | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 27 | Single | Single | Texture/Chroma (Clip/Transparent | None | | 27 | Single | Facet | Bitmap | NO INFO | NO INFO |
| 28 | Vertices | None | Texture/Chroma (Clip/Transparent | None | | 28 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 29 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | None | | 29 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |hope it helps! better go with ptype20.
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Arty, you rock man :bdance:
That is great.
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A look of the taxiway . I removed all unnecessary parts. Placed buildings and ammo dumps.
But I am having a problem. I want to create only one dds file just like dds number 921(image below). To be honest, creating only one file and aligning that to all the models looking hard for me. I think creating one dds file for each model is a lot easier for me. I mean If there is 20 model file there will be 20 dds file. What are your thoughts about it?
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The best is to regroup them. The more .dds you have to process the more workload for GPU.
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Dee-Jay from what I know it doesn’t work that way.
So
Have one 3d model and xx dds files.In Falcon Editor in the feature you can declare which dds to use and display, the same way works for the old generic runway numbers.
The rwy part with the number is the same for many airports but the dds is different.
when you import the model u must declare all the textures as texture sets. better go in raw like a1 a2 a3 a4 b1 b2 b3 b4 so to know the number on which the correct texture is.
It would be helpful to create a txt or an excel file with those associations for later on and public usage.
For example in the same objective there could be 2 or 4 same rwy numbers parts. They are all the same feature number but the dds texture used is different.
observe the generic runways numbering areas and you will get it. If not I can take screenshots or make a video.The way to have one dds for all or many models, works for the particle system where you declare the area of the texture to be used.
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But I am having a problem. I want to create only one dds file just like dds number 921(image below). To be honest, creating only one file and aligning that to all the models looking hard for me. I think creating one dds file for each model is a lot easier for me. I mean If there is 20 model file there will be 20 dds file.
We are talking about taxi signs? Not about runway QFUs textures … Right?
What are your thoughts about it
What “I think” know is that it is way better to have one single 2048x2048 .dds with all numbers and letters on it used by all the Taxi Sings LOD … Than having 36 x 128x128 .dds for each features from 0 to 9 , A to Z.
Maybe I am wrong, but in that case, our coders/specialists let me working like this with Nove and other 3D artists for tooooo long.
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We are talking about taxi signs? Not about runway QFUs textures … Right?
What “I think” know is that it is way better to have one single 2048x2048 .dds with all numbers and letters on it used by all the Taxi Sings LOD … Than having 36 x 128x128 .dds for each features from 0 to 9 , A to Z.
Maybe I am wrong, but in that case, our coders/specialists let me working like this with Nove and other 3D artists for tooooo long.
Dee-Jay is correct
Runways just like Planes or really anything you put on the DB benefits for the least .dds textures possible.
As an example the Ajet in development will only have two .dds for all internals and externals. So yea better to group all in one big .dds file if possible, and don’t be afraid to go big. Im using 8194x8194 pixel .dds files and works fine
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Dee-Jay, yes I am talking about taxi signs, not the runway signs.
OK guys, I will let you know my process from here about one DDS file. Thank you all.
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Guys guys…
Ajet is different models, the internals and the externals, and you can have 300 models in one dds if you want.But this is just one single model and you want to change some part of it which is not 3d change but just texture change.
So for a complete rwy library u need like A B C D E F (I see and G and H) and 36 thus…
36x6=216 and all those by 2 for Left Right? thus 432 minimum
This means 432 3d db entries just for those so that each has it’s own texture area declared by using one texture. Each DB entry named specific and unique so that it would be easy to select the correct and not just a generic name like twy sign.For now this is undoable, for a whole library, cause of the 3D DB limitation, don’t know in 3-4 weeks what will happen and hope it will be resolved.
So if this is the new correct way (or will be) then the same should be done for all the rwy parts with the numbering.
As for a feature - future request, in my opinion both ways are kinda not efficient. A combination would be best, meaning for a unique model to be able to designate the area used, like a config file or index file. that way you have one 3d model, one dds, and some hundreds of combinations.
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and don’t be afraid to go big. Im using 8194x8194 pixel .dds files and works fine
… sorry but nope. Max should be be 4096*4096 HiRes folder. (Can’t remember why)
by 2 for Left Right?
? Taxi Way sign do not need R/L (?!)
EDIT: Ok … you mean with arrows.
IMO, not needed, location sing are enough.
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Im using 8194x8194 pixel .dds files and works fine
Regardless of the overall size, if already that large then Why 8194 and not 8192? Using textures that aren’t of power-of-2 size is less healthy. GPU prefer that you don’t.
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Why 8194 and not 8192?
I was about to tell him … bit I bet on a typo glitch.
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I can confirm 8192x8192 works fine, without any issues or impact performance, even in campaign near the flot.
We’ve been using them for some of the airbases textures in POH.PS: even on an “old” 2Gb GTX760 card…
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I can confirm 8192x8192 works fine, without any issues or impact performance, even in campaign near the flot.
Of course … on one single a/c, or two. … Not the same story if you make it a rule of thumb.
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Hello everyone,
I want to give you guys an update. I am currently installing the taxiway signs. I placed lots of new building etc. There are still possible issues to test. Also, I will be very busy for 2 weeks. So, I am afraid I won’t be able to give you a release date for the next version.
Current road plan:
1- Finish the taxi and runway signs
2- Test the entire base in the campaign
3- If tests are ok, release the version v 1.1.0
4- Start texturing the taxiway using 3ds Max(aka Eghi’s way)
5- More testing for texture
6- Release version v1.2.0
7- Add custom hangars and other buildings.
8- Release version v1.2.1(expected to be final version) -
Hello guys,
I completed the constructions of the taxi and runway signs. But I did this on 4.33. Since 4.34 released I now must install this to 4.34. I am currently flying with 4.34 but I have not took a look at the Falcon editor or other stuff. Is there anything that I need to be aware of?