3D Cities for Falcon…
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great work!!!:bdance::bdance::bowd::bowd:
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Ok, I’m not an expert 3ds, but maybe this will help you understand how it is done:
It’s all in a nutshell, it can be done in many other ways…
Cheesr,
EghiWell this thing is going to get me crazy. I’ve spend the whole day More than 10 hour only on this subject…
First the switch Normally on must be ticked for the day model and not for the night. If I have it Normally On for the night model than in Falcon I see only the Night textures and never the Day (done the tests Day and night…)
If i have it to Normally on on the day to show up I must in LodEditor after replacing the model to change the switch number in the Data area from 0 to 2 or 4 to show day textures during day and night in the night. What is the correct number? Should I also change and something else like slots?
Now the crazy problem is… during day all are ok all instances of the buildings show correctly but during the night just one instance of the buildings display the night textures and the rest are with the day textures…
like this:So Either the code has problems or LodEditor or the 3ds Export or Aegean theater…
Now 3dExport I don’t think so cause in that case none would worked… So it must be LE or the code, or the theater? Also Eghi uses Afterburner switch… does this matter?Shit if this doesn’t get shorted I will tell it bye bye… It took too much time…
Any Help guys?
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Is that the building with wrong roof? Or have you fixed that. If not maybe there is the problem. Just guessing.
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Where do u see the roofs? I use one set of roofs and two sets of walls. No roofs doesn’t have this trick. And roofs are OK. I will separate and populate them and test them once more. So to be sure that it’s the switch. At first test it showed OK. All night instances where glowing but I didn’t populated them.
Any one else please?
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I will stop my current issues and focus on this one to. Maybe we can sort it out and move on to fixing other problems. Today will try this to. Connan has helped with the features but I got stuck in adding the parents/lod to a new feature… Back to the cdt !"#$%&
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Where do u see the roofs? I use one set of roofs and two sets of walls. No roofs doesn’t have this trick. And roofs are OK. I will separate and populate them and test them once more. So to be sure that it’s the switch. At first test it showed OK. All night instances where glowing but I didn’t populated them.
Any one else please?
The Features “light” Switch is #0.
Check with F4Browse or the BMS utility for the Feature Flags has the “Has Lights” set for each building Feature.
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The Features “light” Switch is #0.
Check with F4Browse or the BMS utility for the Feature Flags has the “Has Lights” set for each building Feature.
But how come in one instance this switch is ok and in the next not?
Ok I did managed to have F4Browse with Aegean work afterall… (finally… although something is not that right with the numbers on records…)… Anyway the field “has lights” in the Flags Area is not ticked…
So I ticked it ans saved it. I closed and reopened to test it, the tick was there.
First in F4Browse during day it showed the night textures, when I select Night it stays the same night texture.
I copy pasted the folder back to it’s location overwriting files.
In Falcon now the same thing… Some instances are lighted and some are with the day non lighted texture… So this must be a dual BUG? (First in F4browse textures (day/night) don’t show correctly and second not all object’s instances light up when using the zero switch…)
And proof picsData:
Day view in Editor:
Night view in Editor:
Day View in Falcon:
Night View in Falcon:
I believe this should be easier like using a light map for the texture… 3ds Max has this (Self Illumination).
A simple think u want to do and u have to spit your guts out first… The beast is strong… but the Faith is stronger… :lol:
Instead of fighting with the object it’s self we are fighting with the tools to make them show up or import…
Sorry for bitching but the time wasted on such things is way stupid…
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Switch my A@@
New Approach works all the time No Fxxx switches… I can make them for the night what ever I like what color how dark how light how many…
Day test:
Night test:
Despite this I would like to see if the damn switch will work afterall… Both approaches must be weighted for time, effort, Poly count and FPS Impact… Also sorry Bmartins but this approach (facades) I don’t think it works with GTlite…
Edit: the switch in general will be useful also cause I will have to put some strobe lights on very high buildings for avoidance… How do we do this?
So now I can progress and leave this behind for the moment…
300.000 polys are the buildings in the following pics… :evil:
:woohoo::
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@Arty
I believe what I pointed to here:works in Falcon,without the need for switches or extra texture’s etc……for STATIC Feature’s\Model’s on an Objective. A ROTATING\FLASHING light as a Feature\Model would need some switches set though
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@Arty
I believe what I pointed to here:works in Falcon,without the need for switches or extra texture’s etc……for STATIC Feature’s\Model’s on an Objective. A ROTATING\FLASHING light as a Feature\Model would need some switches set though
Sorry i mist that thanx for reposting it. OK u mean a layer of it (grey will affect colors) with those values will work. But rgb isn’t from zero to 225? So 230 and 231? Or is it 255 and not 225. Hmm will test, I’m on the tablet now. If this works u will be a real saver. Thanx in advance anyway.
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Its one byte per color thus 0-255.
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OK after to many attempts I finally managed to overcome the cdt issues. So I can move on building more neighborhoods and add new objects without messing with the simulator ones.
Next issues to test. Day and night Arty´s nightmare xD…
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Well after this will enter black ops mode for some time. FINALLY… My difficulties have been overcome and will start to work in a more refined phase with arty for Korea.
So before the dark age will leave you the latest pics. keeping hope and working hard we shall return ;).
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Well that looks alive… production time is near… I smell it…
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But the FPS…
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I know, and it is very small. My guess it was checked in an empty TE without TGP. ––> In campaign if you apply the same approach cities close to FLOT you will get unplayable FPS even without turn on MAV/TGP seeker.
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I know, and it is very small. My guess it was checked in an empty TE without TGP. ––> In campaign if you apply the same approach cities close to FLOT you will get unplayable FPS even without turn on MAV/TGP seeker.
How about we just wait and see what really happens before we start firing off the FPS guns.
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I know, and it is very small. My guess it was checked in an empty TE without TGP. ––> In campaign if you apply the same approach cities close to FLOT you will get unplayable FPS even without turn on MAV/TGP seeker.
you can create a campaign with no flot also… flot is not realistic IMO
cheers
dema