Theater developmental notes - Questions questions
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The source ct that I used to addcopy was 3836.
The last ct was 3847. So the new ct after the addcopy must be 3848. As u seen I left it 3836.Edit: no problem in real I opened the wrong file…
well instead of making it shorter I will add a time index to the description of the video in youtube so to jump to where u want.
Ready in the youtube Description click on show more and it will show this:
How to create - add objectives in the falcon database and add objectives to TE’s and Campaigns… How to place object on the terrain as u want them…
ADDCOPY.pdf Link: https://www.benchmarksims.org/forum/attachment.php?attachmentid=13787&d=1354464088
F4Browse Creating the Objective to the Database.
AddCopy guide: 00:27
Objective addcopy: 00:53
Class Table addcopy: 04:16
Check with LodEditor the new Objective: 06:42Placing the new database Objective to the theater (TE or Campaign)
TerrainEditor find the coordinates: 08:00
tacedit to create the theater (TE or Campaign) entry
Add Objective: 16:05
Crosscheck added Objective with Terrain Editor: 18:59Fine tune features of the objective… Correctly place and alter the position of the 3d objects of the objective.
Falcon Editor: 20:25
Crosscheck altered Objective with Terrain Editor: 33:40Transfer Objectives from TE or Campaign to Instant Action
with tacedit: 35:49Test in Falcon (Instant Action): 38:45
Test in Falcon (Mission Editor): 40:55clicking on time will take u directly at the point u want…
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Important for theater building stuff. Watched it all and thank you.Total newcomers may find it little complicated, but some stuff in Falcon is just that.
Creating and editing objectives appears to be really very tedious process and this maybe is where community members cooperation and dividing work among several willing participants can play crucial role, which eventually may yield some effects as we all agree that proper coordination of 3d with 2d is quite pressing issue for Falcon.
This video tutorial is truly great step in right direction and help.
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The one thing which needs perhaps some clarification is how the best to implement new objectives into respective te_new.tac, save*.cam or instant.cam file. You show export and import in the video and mention Viceversa above. Which of these method should be used and are the methods safe as to not to alter those files in other areas.
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Well it depends how u work on the files…
what I mean:
There are common things and uncommon things to those files.Common
ObjectivesUncommon
Campaign files are similar in structure to training and TE files. Generally they do not have flights allocated though, leaving them to the mission planner to generate.
Unit
Victory conditions
Teams
Primary Objectives
Events
CMP campaignSo u have different data for all those… thus exporting importing is only for Unit’s and Objectives… the rest must be different… specific to each Campaign this is why campaigns are different.
Units ??? well so not to build them from scratch u can import export and then alter them… Better then start from zero and redo.
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Hypothetical question.
If each terrain tile had its own “objective” build (read here coordinated 3d content of the tile), would they need to be placed in the terrain each separately one at the time , or this would be auto? Would they need to be linked or they could be left unattached? Would they bog CPU/GPU? -
Hypothetical question.
If each terrain tile had its own “objective” build (read here coordinated 3d content of the tile), would they need to be placed in the terrain each separately one at the time , or this would be auto? Would they need to be linked or they could be left unattached? Would they bog CPU/GPU?Depends what u want to do and how u have build your Objectives.
Means that if u want generic objectives like cities and junctions are then yes u can just add them without going to the trouble to place them with Falcon Editor. But If u want realism then u have to build custom tiles for some areas and put those objectives and their features where they should as close to reality as u can.
An example here is the Thessaloniki port I created for Aegan and the work area for Thessaloniki (Macedonia) Airport.
We have already changed the airport work area and now looks like this… (more realistic):
The smoke is constant as the cranes work 24/7 and pοur dirt and materials in the sea to raise it to pure cement afterwards… and In case someone thinks this is unrealistic well I leave next to this airport and I see them every day from my window, and I hear the cranes working all night long…
So doing them automatically ain’t the best… have in mind rivers lakes and mountain tops… areas u have to avoid for some objectives…
also binding objectives to one tile is the same as GU’s movement that don’t follow paths (roads - bridges-etc) and they move to the center of the tiles only that takes realism away as u can’t put roads and bridges where u like them or where they should be as real. Well real is overestimated meaning close to real.
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My question was: if I build objective corresponding to the particular terrain tile, do I need to place this newly created objective manually one at the time in the terrain wherever that tile is present? Is there any mechanism (script) which could attach 3D objects to a tile.
In upcoming autogen feature (if and when that ever becomes a reality) , I think, features will be attached to a tile with the separate file scripting type of 3D , location and orientation of such on the tile. -
P.M. Inbound… T.O.T.: -00:00:10.
I don’t know of the existence of any script… to do such… there are scripts for campaigns (Perl IIRC) don’t know if they can be used for this also.
Again doing so u will end up with many fubared places… mostly like coastline area. But I see where u are getting it… u know which tiles are on the Land so spread the objectives with a script…
Yes but u can’t put a whole city in a tile… right?
A bridge? maybe yes maybe no.
A port? Mostly Not…
Factories? small one’s yes.
Army bases? well small ones
So u see my point…U must have them all small and it will be very auto moto if u understand what I mean…
For me the path is to go more realistic…
Yes it;s a good Idea to have tiles bound to objectives… Same thought was for 3Dcities… as u have cityxxx.dds have and the corresponding objective and match them automatically yes but u will have the same repetitive objective as now u have the same repetitive tiles. I don’t like - want this to continue… Making them more tailor made will overcome the repetitive tiles and brake the repetitiveness in Falcon.
Doing the same with objectives will have the same impact and will make it more worst than it is… Yes it might look more staffed (more objectives, and look better) for starters but when u will realize that all are the same… I don’t know…
For heading u can go as with tiles and as tilesets create objective sets and spread them as u do with tiles but this kills the auto script thing.
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ok Airbases question now…
I rotated an airbase to it’s correct heading and now I want to change it’s textures so it also displays correctly.
Ok for the taxi signs I will be ok I believe with the addcopy function. My q is mostly with the runway heading numbers.
For Aegean example :
Objective CT# 125 02_20 Airbase 2Rvr.
Feature 1382 Runway.On the objective the same feature is used on both sides of the runway and it shows a different texture 02R and 20L.
Now this feature has 46 textures sets… is there somewhere that we declare which textures to use? and according to it’s heading?
I can overcome the problem by the addcopy and use of two different features to do my job but I would like the logic of current setup and how is done.Thanx in advance.
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… is there somewhere that we declare which textures to use?
Should be a similar/ identically procedure to AC skins I think, so
in LE doubleclick the root node of your RW object.… and according to it’s heading?
If there are already textures for the changed RW available in the DB
then simply change the texture numbers in LE. (doubleclick the root node)If not then copy and change the 02R 20L textures in photoshop to your liking,
then append those new textures to the DB using LE,
then change the texture numbers to fit the appended texture numbers in LE. (doubleclick the root node)… hope this helps.
Cheers,
LS -
Just found the solution…
From Falcon Editor.
u select from the Point Data the RunwayListType:
Texture 22 is texture set 22 and underneath u declare the dependent features.
Enjoy…
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IIRC there was a thread that mentioned a record limitation of 900? for features or objectives or weapons? Am I correct? Can pls someone help?
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Could please someone give me a starter kick or a solution for this subject?
in the following video the floor of the shelter jiggs with the taxiway tile and makes this horrible effect…
I remember in the past we talked about it but I can’t recall a solution or how to fix - avoid.
In Lod Editor I have spotted the nodes for the floor… is there a way to alter some parameter to fix this and always show the models floor and not the taxiway tile?
thanx in advance…
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That’s the effect you get when two textures occupy the same space.
You could raise the floor ever so slightly.
Or use the solution they pointed out in the “license plate” thread to tell the sim which one is supposed to be on top. sorry, don’t have time to search it down exactly. That might work also.Just my two cents, not sure if it’ll help though since I don’t mess with that stuff in falcon.
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That’s the effect you get when two textures occupy the same space.
Yep this problem is called “z-fighting”, 3d engine (DX) cannot decide which texture to draw on top of the other.
Solution could be (as the HAS has it’s own texture for the floor) to adjust the taxiway texture so it only goes up to the beginning of the HAS.Cheers
Biker -
OR you could go through the entire Database in LOD Editor and remove those textures……!!!
Yet again, a good example of great modeling in Falcon with little understanding of the code…Sigh
SCRUB,SCRUB…tiny Scrubbing Bubbles would helptired demer
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How can I lift the object in LodEditor?
Also in general I found by my self how to change the takeoff and land sequence and have some suggestions… Although the way is way hard to find I have to say… it’s easy to do.
For the suggestion since there are the two runway data points why ain’t those r used for such declaration and also those 2 points could be used for the TACAN alignment and not the objective declared center… that way all tacan and runway will be 100% aligned.For the TACAN it can be overcome with a new objective with just data for the tacan. Since this will be close to the runway then u can align them. But this means more work…
Also for the Nav Steerpoint a new point data could be created - used that would service only that.
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Try to change the Z axes offset values under LOD vector data
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already found it geraki thanx…
I altered the normals of the vectors z values and all are ok by a quick test have to do more so not aircraft explode etc…well it gave explosions and I reduced the values to the third decimal value and all fine…
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Another question…
I have imported a model for damaged and destroyed…
My problem is that it displays both at the same time… any reason why this happens? or maybe some help here guys?Objective is a bridge, has one feature only.
The destroyed model doesn’t have a texture map.
re checked basic entries all seem ok…