WIP - Hawaii Theatre
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Second…. unless there are some specific code barriers in BMS, unlocking of the limit for number of tiles is feasible and was done in other known to me version (FF). Our ITO2 had more than 256 sets and was displaying fine, same thing ported to BMS had a problem.
Do you (or anybody here) knows what’s the max. tile sets in FF now?
@BMS
Hmmm, …. in FF they can use more than 256 tile sets.Please, please, please support those theater devs regarding that topic.
I mean most of the terrains will be completely get new tiles and you know what a shitload of work it is to
create new terrains from scratch.So please, please, please support those theater devs ASAP.
Thank’s for listening.
Cheers,
LSP.S. did I say please, … ahh, OK I did.
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“Do you (or anybody here) knows what’s the max. tile sets in FF now?”
4096 Sets.
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“Do you (or anybody here) knows what’s the max. tile sets in FF now?”
4096 Sets.
Hi Fred,
Doe’s that mean up to 65,536 Tile’s are supported???
TIA,
Dave -
Hi Fred,
Doe’s that mean up to 65,536 Tile’s are supported???
TIA,
DaveYes. It could goe to 2 million, but I put a restriction on the number since 2 million tiles would make for a good slide show.
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Yes. It could goe to 2 million, but I put a restriction on the number since 2 million tiles would make for a good slide show.
L…o…a…d…i…n…g……y…e…s…i…t…w…o…u…l…d…b…e…a…s…l…i…d…e…s…h…o…w…:rofl:
Thank’s M8,I’ll have to grab .44 from someone and at least build the terrain there Cringe…HAHA
That way I can see it in Falcon for now without the restriction.
Thank’s again,
Dave -
L…o…a…d…i…n…g……y…e…s…i…t…w…o…u…l…d…b…e…a…s…l…i…d…e…s…h…o…w…:rofl:
Thank’s M8,I’ll have to grab .44 from someone and at least build the terrain there Cringe…HAHA
That way I can see it in Falcon for now without the restriction.
Thank’s again,
DaveYou have to use utilities that support “>256 Sets” terrain. My “FF Utilities do - FFTerrainview, FFPathmaker and FFTinstall”. I am not certain that Monster’s utilities support more than 256 Sets.
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If it runs in FF I’d be happy to check it there hehe.
Tom
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Yes. It could goe to 2 million, but I put a restriction on the number since 2 million tiles would make for a good slide show.
Hmm, makes sense, Fred.
But what if someone would code a “bubble” for loading the terrain textures?
Huh sorry, I was dreaming again.
Cheers,
LS -
You have to use utilities that support “>256 Sets” terrain. My “FF Utilities do - FFTerrainview, FFPathmaker and FFTinstall”. I am not certain that Monster’s utilities support more than 256 Sets.
Where are these Utilities ???
Phone call Inbound Bro’(870) is me
Dave
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Where are these Utilities ???
Phone call Inbound Bro’(870) is me
Dave
http://www.zianet.com/baldeagle/Downloads/FF-Terrain-Utilities-201.zip
They are not “secret” utilities.
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I am not certain that Monster’s utilities support more than 256 Sets.
Thank you Bald Eagle to chime in.
Monster’s TE is displaying tiles with number of sets >256 properly. So, I guess, I can venture the reply that his Tool does support more than 256 sets.
However, I also recall, that when I was using FFViper ver.2.3.3.38 the tiles were scrambled in 3D view. When I switched to 2.3.3.44 that corrected itself. So, was this as a result of using specific terrain editing tools, or perhaps newer FF executable?
Now in BMS I have tested recently ITO2 and found Suez Canal tiles scrambled. I loaded that into Monster’s TE and it displayed all tiles fine. Since the only solution to remedy was to lower the number the sets below 256. And this is what I have done and the theater displayed fine too.
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Thank you BaldEagle to chime in.
However, I also recall, that when I was using FFViper ver.2.3.3.38 the tiles were scrambled in 3D view. When I switched to 2.3.3.44 that corrected itself. So, was this as a result of using specific terrain editing tools, or perhaps newer FF executable?Using terrain tools that did not support Sets > 256.
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http://www.zianet.com/baldeagle/Downloads/FF-Terrain-Utilities-201.zip
They are not “secret” utilities.
HAHAHA…“secret”….Thank’s Ol’Man…and you guy’s should thank the Baldeagle as well…
I’ll give 'em a whirl…
Dave
(BTW could you put .44 up to CVS??? Don’t have too,just interested in the terrain.cpp ATM) -
Just for the record here, and since TerrainEditor was mentioned, in TerrainEditor the type of the variable that stores the number of sets is “long”, so it can hold up to more than 2 million sets. So, no problem storing more than 256 sets with TE but you have to take into account the limitations of the exe (4096 for latest FF and 256 for BMS) in order to work in the sim.
It’s nice hearing these info from the exe developers…:)
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HAHAHA…“secret”….Thank’s Ol’Man…and you guy’s should thank the Baldeagle as well…
Yup, Thank’s Fred for all the tools.
Cheers,
LS -
For theaters with >256 sets to work terrain tools must support it, as well as exe.
I think, we both (me in ITO2 and Demer in Hawaii) were using Monster’s TE when we crossed 256 limit.
For me it worked in FF, but now evidently now does not work in BMS. If I reduce number of sets below 256 all is OK.
So perhaps it looks it is BMS exe, which has a limit and the tools are fine. -
It’s a simple fix to change the exe to >256 to increase the # of tile sets. BaldEagle can run anyone(BMS member) through the process of making the change.;)
But then again, they may already know the solution. Just a matter of if they are willing to make the change.
RAM22
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Just for the record here, and since TerrainEditor was mentioned, in TerrainEditor the type of the variable that stores the number of sets is “long”, so it can hold up to more than 2 million sets. So, no problem storing more than 256 sets with TE but you have to take into account the limitations of the exe (4096 for latest FF and 256 for BMS) in order to work in the sim.
It’s nice hearing these info from the exe developers…:)
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Hi,The utilities (on my side - Terrrainview, Pathmaker and SPTinstall) generation of offsets (Tex indexes) for the LOD1 tile start just above the last LOD2 tile index (4095 - zero-based). The LOD0 tile indexes starts at 8192 (4096 + 4096). To support >256 Sets the LOD1 tile offset is started at 65536 and LOD0 at 131072. The exe needed the same adjustments of indexes to use the LOD1 and LOD0 tiles.
I am just providing some insight into the changes I made to support >256 Sets.
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Thanks BaldEagle for the info, very useful.
For TerrainEditor it doesn’t make any difference, since it only reads/writes L2 and the BIN file, so it can be used to edit L2 and import more than 256 sets in the BIN of FF.
On the other hand, MakeTerrain (my other utility to create the other L files) has a problem with this so it cannot be used to create terrain files for FF.
Thanks again for the info.
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Hi,The utilities (on my side - Terrrainview, Pathmaker and SPTinstall) generation of offsets (Tex indexes) for the LOD1 tile start just above the last LOD2 tile index (4095 - zero-based). The LOD0 tile indexes starts at 8192 (4096 + 4096). To support >256 Sets the LOD1 tile offset is started at 65536 and LOD0 at 131072. The exe needed the same adjustments of indexes to use the LOD1 and LOD0 tiles.
I am just providing some insight into the changes I made to support >256 Sets.
Thank’s Doc……
That’s what I was looking for…Dave