Seosan Air Base(WIP)
-
The best is to regroup them. The more .dds you have to process the more workload for GPU.
-
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.
-
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.
-
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
-
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.
-
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.
-
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.
-
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.
-
Why 8194 and not 8192?
I was about to tell him … bit I bet on a typo glitch.
-
-
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…
-
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.
-
-
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?
-
Hello everyone,
I happy to announce my airbase model for Seosan AB is almost finished. I have been having busy time with real life. I am still busy but I currently testing v1.2.0 of my airbase. Unfortunately cannot give you exact time for release. But things are going OK for now. Thank you for your patience.
-
cool
-
Now that you are more or less mastering airbase creation, maybe it could be a good suggestion to recommend you coordinating with Malc … maybe (?) you could help in working on some North Korean airbases (rather than being two ppl doing the same things each on their own sides) ?
Just thinking loud.
-
Dee-Jay, I would be very happy help to Falcon developer team. Yes, I have mastered airbase modelling a little. I discovered lots new way for modelling process. But I need some time. This time might be 1 day or 1 month. I cannot give you exact timing. But, as I said before, I would be happy be part of an improvement.
-
@mhm:
Dee-Jay, I would be very happy help to Falcon developer team. Yes, I have mastered airbase modelling a little. I discovered lots new way for modelling process. But I need some time. This time might be 1 day or 1 month. I cannot give you exact timing. But, as I said before, I would be happy be part of an improvement.
Don’t think of it like that. It’s not a company with strict deadlines and you will be fired if not. Whatever and whenever one can provide is welcomed as far as he/she is dedicated to the cause.