3D Cities for Falcon…
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so…i we want 3d cities on bms we have to lose our fps… :P:(:( Nevertheless it looks really great!!!:)
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Well I believe u could brake it down to 3 - 4 segments thus 3 to 4 features in the objective…
Man looks really great… hey where is that ground photo?
@Eleni… for now yes.
Let’s hope Code Developers will find a way to make this better… I posted some suggestions… I also would love some feedback so we could set our standards as we progress on this project.
Bmartins and I are on the talks… Maybe soon we will have something to announce. There are lot’s and lot’s of testings and learning taking place under the hood…
@Bmartins I believe we must set the Deagg values to those objectives as low as 1nm and test them to see how it goes for fps… yeap unrealistic but cities ain’t war targets… For the rest of them sure they will be default values…
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so…i we want 3d cities on bms we have to lose our fps… :P:(:( Nevertheless it looks really great!!!:)
What about texuring? If they have maybe cost more FPS. IMHO increasing the detail level of cities of good, but maybe is not wise cover the whole textured tile if the FPS cost is too high…
What dou you think about tile based terrain improvement? Which is the easier and more flexible?
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I got a few questions on this large cities.
How is the hitbox handled?
Are these buildings destructible?
How will AI (ground) handle that? Can they drive through it?
Is the size of the buildings in these Kimpo images correct? To me they look a bit small compared to the surrounding environment. -
I got a few questions on this large cities.
How is the hitbox handled?
Are these buildings destructible?
How will AI (ground) handle that? Can they drive through it?
Is the size of the buildings in these Kimpo images correct? To me they look a bit small compared to the surrounding environment.Hitbox not handled yet. Someone has to tell us how is that set…
I see x y z values and radius… but what do they represent and how we set them?Found this in Frugals:
@Topper:Editing hitboxes:
1. Backup your \terrdata\korea\objects folder. Do it!
2. Get and install F4browse:
http://www.simmersworld.com/default.php3?page=Miscgoods3. Once this is properly installed, open the falcon4.fed file.
4. Under the Vehicles category, double click the Mig 29A.
5. Now under the “related vehicles” on the top right, double click the Mig 29A that has the CT ID of 1848.
6. Now under the “Graphic” heading double click “Normal”.
You are there! The section labeled “Bounding Box” is the hitbox. X is the length, Y is the width, Z is the height. Record these values. For fun, change them to X: -50,50; Y:-50,50 Z:-50,50. This will make the hitbox a 100 foot cube that anybody can hit.
7. Click OK, Update, Update and close F4 browse.
8. Launch F4 SP3 and choose training mission 15. This happens to have the Mig 29A. Refrain from missiles and use the gun.
9. When you tire of this change the box to the pre-SP3 size and try it: X:-22.5;20 Y:-9.5,9.5 Z:-3.3,3.3
but why negative values?
No Sphynx I told u earlier too the towns will be splited to some sections thus bombing one will destroy the whole section.
If every building is one object (we want that also) than the FPS will go to negative values… :lol: So here we try the compromise and have a real size and number of buildings city in some objects… meaning maybe 500 or more buildings as one object… For now we have a limitation of 100.000 poly’s from LE… so whatever that makes… -
I dont know exactly how Falcon handles it, but in general game programming techniques you either use a boundingbox or boundingsphere to do collision testing (hitbox vs radius in falcon I guess).
The negative values come from the object space. A object has its own space with the origin at coordinate 0;0. Normally this is somewhere in the middle of your object or at its CG. Vertices extend in the positive and negative X,Y,Z directions. After that the object is transformed to world space and its position is relative to its origin.To determine the hitbox you just check the vertices in LE and take the outmost X,Y,Z values and enter them in the parent record hitbox.
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I dont know exactly how Falcon handles it, but in general game programming techniques you either use a boundingbox or boundingsphere to do collision testing (hitbox vs radius in falcon I guess).
The negative values come from the object space. A object has its own space with the origin at coordinate 0;0. Normally this is somewhere in the middle of your object or at its CG. Vertices extend in the positive and negative X,Y,Z directions. After that the object is transformed to world space and its position is relative to its origin.To determine the hitbox you just check the vertices in LE and take the outmost X,Y,Z values and enter them in the parent record hitbox.
When I hear LE something goes on in my spine… Anyway to do this with values from 3ds? I believe if I have the measures from 3ds like 3000 units x and 5000units y and 200 units z than x=1500 y=2500 and z=100 meaning the half where zero point should be… meaning for x 1500 before zero point and 1500 after zero point… the same with the others… right? To be more exact Xmax=1500 Xmin=-1500 Ymax=2500 Ymin=-2500 Zmax=100 Zmin=-100
On the Z… where the ground level is??? at -100?hmmm
Now the problem is In 3ds I use meters in LE they must be feet… so LOL
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your correct, but you have to take scaling into account. Since you already address the meters vs feet you are aware of that. Also it depends on where you put the origin in your object. If you start modeling a building with its origin (0;0 in object space) in the lower left corner then the hitbox parameters could look more like: xMin = 0, xMax = 500, yMin = 0, yMax = 500, Zmin = 0, Zmax = 1000;
When modeling a building always use the floor as Z=0 for best practice; That way you don’t end up with floating buildings or have them sink in the ground. But since I read falcon uses the lowest Z value as the floor, it doens’t really matter I guess.
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your correct, but you have to take scaling into account. Since you already address the meters vs feet you are aware of that
Aware of what?
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Aware of what?
That when you export from 3ds to LOD that there is a difference in scaling. If you set meter as units in 3ds your object will be scaled after export so 1 meter becomes 1 feet in LOD. So reading coordinates of vertices in 3ds might be different when you read them in LE.
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That when you export from 3ds to LOD that there is a difference in scaling. If you set meter as units in 3ds your object will be scaled after export so 1 meter becomes 1 feet in LOD. So reading coordinates of vertices in 3ds might be different when you read them in LE.
hmm As I’m reassured by WaveyDave the master it’s self that created the exporter I use meters in my models and real scale. when I export I leave the selection to feet in the exporter… Everything else is done automatic… I don’t know anything about scale and I don’t touch anything…
When I did something like that my buildings where like for migits and like that they where scaled down…
So Scaling???
Well thanx I’ll pass…
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That when you export from 3ds to LOD that there is a difference in scaling. If you set meter as units in 3ds your object will be scaled after export so 1 meter becomes 1 feet in LOD. So reading coordinates of vertices in 3ds might be different when you read them in LE.
Just set the scale unit prior to export to 1/1 feet.
Then keep feet in export setup. As you see the size was calculated in meters and fits the city on the map used had some differences from the tile. Some said the buildings look to small… Take in advance altitude. From the ground they aren´t.
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the look small must be an eye Falcon scaling bug… it’s been discussed to death… no outcome yet. Every 4 years someone comes with arguments on this… it’s like the 3-4 weeks thing… lol
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Just a teaser xD… I was bored.
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BMARTINS, can you put some ground units on the new object and test how are placed? What about movement through the city?
(The movement problem is not an issue currently, because there is 0 chance to any hostile unit reach this object. :uham:)
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Molni I just looked at the area and there is no path for units… the objective there is Kimpo (not the airbase)… so the units will look fubared even with stock buildings… meaning they will pass through the buildings with stock and Bmartins buildings.
If u could be a bit patient right now I’m building one with respect to Falcon paths, to test how units go in there…
I don’t think I will be ready today… maybe untextured late at night…
Believe it or not I got stack how to convert values from Terrain editor tile grid size to represent it correctly in 3ds… lol
I mean I have a town image 2048x2048 pixels. It’s grid size is 2x2 and zoomedx4 that means it’s tile is 256x256 pixels so one mile is 256pixels
lol now what?OMG concrete must have found a way to the brain’s math coprocessor… :rofl:
Someone told me about scaling and I was cocky… probably he meant something like this… Sorry!!! me bad…
Oh lord… back to elementary school…
The unit movement for me is a must in this project. Meaning u could hide units in the buildings… (stop - deploy them in the city) that way that TGP must work hard to find the targets…
Also that tells us that buildings must not be taller for eye candy so that cities will look better from far. Maybe in the eye will look small but don’t blame the messenger … this is the way it is… we see a town in a 20" desktop… so…
If we touch the height than killing units in town with LGB’s will be a no go and will change definitely the war outcome and unbalance things and we don’t want that…
Also now to come to think of it… AI will be super killers on this cause they will not have that problem… on the other hand they will destroy towns???
What I mean… AI locks the moving unit and releases. if the trajectory of the bomb passes through the hit box of the building-object than the unit will make it and the whole town segment will get blown away…
HHhhhhmmmmmm…Will he than be courtmarshalled?
wow… ain’t that exciting?
LOL Bmartins they will exile us for sure… :rofl:
Frag I have to cook… ^%^$^#%^%# ^#$ ^#%^#Y
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I’m patient I’m just curious how it works.
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Take a look at this one: http://docs.sakgiok.gr/manuals:terraineditor:home. It seems evident that one tile is 1 square km and not a mile! One tile has a width of 3280 falcon units which means one unit is roughly one feet. In your example that 256 pixels are 1000 m or 3280 ft. Was this what you meant?
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I checked the paths before I started this project molni. There is none there :). When I have to deal with paths will open a passage for them.
LOLOL JAMMER I dedicate this one for you.
WIP
@the advice of arty number of buildings will be reduced. I am now building neighborhood by neighborhood. There are two there and we will have 1 new feature for each one needed. I Made those in 20 minutes…. So after we have the process of building/exporting/plancing and texturing mastered it will be a fast pace work. For any Theater…