WIP - Libya BETA for BMS
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@TAGMAN:
Hi all,
I would like to ask politely with respect and understanding that this is done in private time! We all know that and completely understand!
Roughly how long to complete this theater in general not a specific date or answer for that matter but just how long say 12 or 24 months due to all the tiling, testing etc etc just a little more insight as to the scope of work being done and the effort it takes for us noobs.
There’s about 4.2 million tiles total in this theatre.
Now, we’re not retiling the entire theatre but we are replacing all of the old textures while updating transition areas, coastal, urban, farm, roads, and some other various areas are being retiled. I’ve already completed the majority of the coastline except for the green areas which are mostly in the northern section. Haven’t created any green tiles yet and won’t do so until all of the mainland recieves all of the necessary tiles and is completely retiled to our liking. I’ve already created 1000 new tiles but there’s still alot of work that needs to be done to those sets of tiles that I’ve created, more variation tiles and all transition tiles need to be smoothed out so there’s no obvious straight lines.
I’ve done away with the traditional 90 degree turns in all of these transition sets which I believe will pay off big time but also requires more tiling work.
We haven’t set a deadline for anything and that’s due to two things, first, I just had my first kid, a little girl so things are a bit slow for me right now with Libya.
Second, we don’t want this theatre to be just another hurry up and spit it out type of theatre similar to those that some people are charging $ for, lol.I’m also in the process of transitioning everything over to photoshop and also recovering my desktop from a virus so that’s slowed me down a bit. Still need to find some tools that I forgot to back up before I can continue working on the art.
Maybe RAM can chime in with some updated pics or similar; things are a bit slow right now though on my end so I don’t have anything to show off but there’s a small update for ya. May not have been what you had in mind, but that’s all that I’ve got for now.
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Hi,
Thanks King_Richard,
Wow 4.2 million tiles! Damn full respect!
I wonder if there is a tool to make tiles say four times the size covering more volume for less work to help you all!
It might sound stupid but I tell you the more I read about gaming tools its amazing whats out there, its all over the top of my head and its all gobble gobble to me but still keeps me intrigued.
Congratualations on your little girl too, I have a girl she was my first its awesome!
She flies BMS also hehehehe, I’m teach my two kids they love it!
Thanks for post brings light on the issue!
Very informative and would be good to have more informative post’s like this, maybe as time progresses!
Kind Regards,
TAGMAN
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Congrats to your newborn girl, King_Richard!
CheersTom
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Thanks Tagman and Tom!
She looks just like her mom, thankfully, lol!
@A.S:
https://www.benchmarksims.org/forum/showthread.php?6618-Theater-Hawaii&p=101938#post101938
Impressive but don’t expect anything like that out of the Libya theatre. It’s just too big to cover the entire theatre in sat images, while we have had some discussions on trying to do some of the key cities/areas in sat imaging, it’s still not apparent yet if we’ll be able to in the end. It all depends on the size of the texture folder when all is said and done. Plus, I’ve got to learn a bit more with the terrain editor and how to take large sections/images and automatically throw them into the l2 and .bin at once.
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I think its possible.
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Is there any limit to number of terrain tile sets in BMS above 256?
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@A.S:
I think its possible.
Well get on it then.:p
It won’t be hard, we’ll need 2,097,152 unique tiles, we’d like them before 2015 please. It’s possible.;)
Compare that to Hawaii, where Oahu is only 4000 and some tiles. Small islands compared to huge land masses.
RAM22
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4096/16 happens to be 256.
I see popping random tiles in terrain when number of sets crosses above 256. However, I just looked at number of tiles and indeed it looks like problem starts above 4096th tile slot (in my case some of the slots are empty, but this does not matter).Edit:what is the effect when you exceed set limit 1024?
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@RAM22:
Well get on it then.:p
It won’t be hard, we’ll need 2,097,152 unique tiles, we’d like them before 2015 please. It’s possible.;)
Compare that to Hawaii, where Oahu is only 4000 and some tiles. Small islands compared to huge land masses.
RAM22
No, we need RAM22, because he knows everything and does magic, right?
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@A.S:
No, we need RAM22, because he knows everything and does magic, right?
I don’t do terrain textures;)
RAM22
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What do you do What have you done. Where can i see it?
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I sit around picking my nose and eating BOOGERS.
If you haven’t followed the different threads then I guess you’ve missed it.
I’d direct you to it but I’m not here to impress anyone. Just working on Falcon as I have for the past 3years.
RAM22
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4096/16 happens to be 256.
I see popping random tiles in terrain when number of sets crosses above 256. However, I just looked at number of tiles and indeed it looks like problem starts above 4096th tile slot (in my case some of the slots are empty, but this does not matter).Edit:what is the effect when you exceed set limit 1024?
Monster topic :
Effect , 257 set…
Unfortunately, although I could enter more than 256 sets in TerrainEditor without any problem, when I tried to fly in Falcon above the area of the new tiles I entered (these that belong to sets above 255), I got a CTD (in OF).
Variable wise, there shouldn’t be any problems, because the variable that is used to store the number of sets, is long integer (4 bytes, 32 bits) with a theoretical maximum of 4.294.967.295 sets (or 68.719.476.720 tiles). What I believe is, that this value is limited in the code because of the L0 and L1 tile values.
The L1 tile values are calculated by adding 4.096 to the corresponding L2 tile value. For L0 the value to add is 8.192. I believe, the code checks if the value that is called to display is between the following ranges, to get the tile from the corresponding source:
Code: Select all 0 <= Tile < 4096 –> Gets the Tile from L2 (L*.dds)
4096 <= Tile < 8192 --> Gets the Tile from L1 (M*.dds)
8192 <= Tile < 12288 --> Gets the Tile from L0 (H*.dds)So, as you can see, if you have a tile number bigger than 4095 (so it belongs to a set bigger than 255), Falcon assumes that it is a L1 tile, will subtract 4096 from the value, and try to load the corresponding M*.dds.
As an example, lets say we have tile 4099 (Set 256, fourth tile). When Falcon gets this number (when you enter the L2 radius), assumes L1 and tries to load the corresponding tile 4099-4096=3. If tile #3 is defined in theater.bin, you will see the M version of tile #3, otherwise a CTD. When you enter the L1 or L0 radius, you’ll probably get a CTD.
I tested the above and actually saw tile #1 instead of #4097 and when I got closer I had a CTD. To conclude, of course this is an exe edit fix and has nothing to do with TerrainEditor.
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I sit around picking my nose and eating BOOGERS.
Ohhh, i think i have seen you before
No, seriously. What have you done in the past. I heart from Demer, that you “hack” too, but actually never could refer to you.
FreeFalcon modder? OF modder? …and what? -
Thank you Free Falcon. This was good reminder, I forgot about that post of Monster. It makes perfect sense and that is what is happening.
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Nope, I’m NOT a hacker. Wouldn’t even want to be associated with being one.
I don’t have time to list the stuff I’ve done in the past or here at BMS.
Crawl out of your universe and look for yourself.;)
RAM22
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Meeeh ……
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Don’t know if you are doing a little trolling or asking a serious question.
Ram22 is everwhere…… Mahwaaaaa