Lead Pursuit
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For any more resources, including how to obtain real-world data, the Arma3 community is not the worst place to look. These guys churn out a lot of high quality terrains with a good amount of detail, since it is an infantry game. The workload should have some overlap to Falcon when it comes to real-world data. The forum sticky posts here hold a lot of good, up-to-date information:
https://forums.bohemia.net/forums/forum/164-arma-3-terrain-builder/
Cheering I-Hawk on from CPH :clap2:
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I’m not sure, but making ground AI interact realistically with hi-res terrain might be a nightmare too.
Afaik, right now vehicles can drive evrywhere. Even on mountains that are completely inaccessible to vehicles irl.
If only the terrain gets changed and not the way ground troops interact with it, there would be tanks driving up a near vertical mountain face. This is obviously undesirable.
Or am I asking too much and vehicles on inaccessible mountains would be acceptable?
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For any more resources, including how to obtain real-world data, the Arma3 community is not the worst place to look. These guys churn out a lot of high quality terrains with a good amount of detail, since it is an infantry game. The workload should have some overlap to Falcon when it comes to real-world data. The forum sticky posts here hold a lot of good, up-to-date information:
https://forums.bohemia.net/forums/forum/164-arma-3-terrain-builder/
Cheering I-Hawk on from CPH :clap2:
Thanx
There are AFAIK many different sources from other games/sims that can be used for data organizing (XP, some MS/P3D and I bet there are more).
The main challenge for me currently is to know what I need exactly from what and eventually arrange the stuff as I want it to be. Of course there are other different challenges, but this is a basic oneI’m not sure, but making ground AI interact realistically with hi-res terrain might be a nightmare too.
Afaik, right now vehicles can drive evrywhere. Even on mountains that are completely inaccessible to vehicles irl.
If only the terrain gets changed and not the way ground troops interact with it, there would be tanks driving up a near vertical mountain face. This is obviously undesirable.
Or am I asking too much and vehicles on inaccessible mountains would be acceptable?
I’m no expert to ground troops movement but AFAIK they do have some defined areas/paths where they can drive, it’s not a simple “go wherever you want” kind of thing.
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step by step and will be great as always
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@Mylonite470 Thanx for your interest, post and suggestions
Yes this is (or, was) EXACTLY my intention/idea/dream when I started this whole quest
The tricky part regarding aerial imagery comes with the balance that is needed between having high resolution imagery and the ability/amount of data per a Falcon theater. Without saying too much I can tell you that eventually there are 3 main concerns:
1. HD space - As we don’t have the ability to do heavyweight streaming of data as maybe the big companies intend to relay on (M$ FS2020?), everything must be present locally.
2. High res imagery apparently isn’t free, I’m no expert as I’m not deeply involved with fetching data etc, but AFAIK there is a price above some resolutions/ZL.
3. Engine design and capabilities - Above some resolution, some heavier work will be necessary. Not saying impossible, never, but the options will not be “infinite”.Anyway, I hope the results will be liked when this thing will be ready (Don’t expect it too soon however, there is time).
Regarding resolution/mesh, no need to worry, I posted in the past some examples of that.
https://i.imgur.com/6yAPf8x.png
https://i.imgur.com/Bi4lbc5.pngcan these meshpoints are matched for a SRTM 30m height map data? It would be nice. And maybe an easier way for the terrain makers.
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Thanx
There are AFAIK many different sources from other games/sims that can be used for data organizing (XP, some MS/P3D and I bet there are more).
The main challenge for me currently is to know what I need exactly from what and eventually arrange the stuff as I want it to be. Of course there are other different challenges, but this is a basic oneI’m no expert to ground troops movement but AFAIK they do have some defined areas/paths where they can drive, it’s not a simple “go wherever you want” kind of thing.
The next logical step (IMO) would be the elevations. Since Falcon uses LOD’s (or at least did so from the past) bump maps with extended LOD’s for increased resolution and detail will allow for the finer extent of things like grass to trees. Buildings/structures would be next but would need to have there own data base to draw from. It does depend on the DX version here. If, say DX 11, then a tile built for that area/location would have the better impact on processing (but a lesser detail overall). If DX 12 (Ultimate) is used, then a pre/post process would do much better (as most new GFX cards can use these instructions) as it would open up CPU core processing.
All of this is just at the very early stages everyone. And all of this is just my 2 cents, but the future of BMS will be beautiful and as stunning as any other flight sim out there.
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16 you mean
17 should be 4 times greater. Also this is assuming DXT1 which has its shortcomings compared to more modern formats like BC7, but WRT size, DXT1 is best balance still.
you are right it was zoom level at 16.
So, just to be clear, this is in Falcon? :shock::shock:
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can these meshpoints are matched for a SRTM 30m height map data? It would be nice. And maybe an easier way for the terrain makers.
Yes.
The next logical step (IMO) would be the elevations. Since Falcon uses LOD’s (or at least did so from the past) bump maps with extended LOD’s for increased resolution and detail will allow for the finer extent of things like grass to trees. Buildings/structures would be next but would need to have there own data base to draw from. It does depend on the DX version here. If, say DX 11, then a tile built for that area/location would have the better impact on processing (but a lesser detail overall). If DX 12 (Ultimate) is used, then a pre/post process would do much better (as most new GFX cards can use these instructions) as it would open up CPU core processing.
All of this is just at the very early stages everyone. And all of this is just my 2 cents, but the future of BMS will be beautiful and as stunning as any other flight sim out there.
Grass/trees are a separated topic, Buildings also, I guess eventually that for the size of data in a Falcon theater, there will always be compromises between quality/accuracy/performance. Finding the golden path between everything is a key point, but still too early to talk of that, there is still work to do for making things more “alive”.
So, just to be clear, this is in Falcon? :shock::shock:
Yes. Well… not this “this” (This is actually from a separated app) but yes, same.
However, even though all I say and showed, don’t think this will happen tomorrow, it will take time.
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take all the time you need. I would love to help you, I have some experience creating scenes in X-Plane but I think in Falcon this is very different.
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Yes.
Grass/trees are a separated topic, Buildings also, I guess eventually that for the size of data in a Falcon theater, there will always be compromises between quality/accuracy/performance. Finding the golden path between everything is a key point, but still too early to talk of that, there is still work to do for making things more “alive”.
Yes. Well… not this “this” (This is actually from a separated app) but yes, same.
However, even though all I say and showed, don’t think this will happen tomorrow, it will take time.
Actually my friend, you have the 0 elevation here. Just add the base 0 elevation tiles or procedures (which ever will be used, or even a combination of the two). If this gets included, what makes things more “alive” is the inclusion of terrain/objects. Objects of things very small to the more larger objects. You have my greatest respect! You will need to test as you go. Over time, this should look amazing in sim!