Proposal to change the entire process of tiling theaters…
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I would like to discuss the possibility of changing F4 from the current tile limit to something that would support unique tiles, allowing actual photo accurate theaters.
Years ago I was able to use tiles generated by FLY!2(the sim) terrain tools to tile a small Hawaiian Island with photo real terrain in F4. It worked nicely but of course just the very small island used all 1024 tiles so I knew despite how good it looked that getting the graphics into F4 was only a small part of making unique tiling work, not to mention to replace the tile “sets” concepts inherent advantage. But as we all know that system seems to have its own issues, at least with the original F4 tiles. At that time we had a dozen versions of F4 and it didnt take long for it be obvious to me that F4 needed too much other work, to do anything about tile limits and upgrading the terrain.I know what I’m proposing if possible will likely be a big project but among the advantages would be the ability to tile theaters in the time it takes your PC to process say a million tiles thru a script. Infinitely faster than hand tiling and likely within an order of magnitude of CATE speed.
So other than dealing with paths and types, the tile number limit what other problems would using unique(or at least MANY more that 1000)tiles present? -
So you have a proposal? And just what is it, how does it work?
To propose a proposal with no substance is sort of weird in my opinion.
By the way, FreeFalcon, the later versions 5.xx and up, did not have a tile limit. All it was, was a code change. Which shouldn’t be to awfully hard to accomplish in BMS either.
C9
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@Cloud:
By the way, FreeFalcon, the later versions 5.xx and up, did not have a tile limit. All it was, was a code change. Which shouldn’t be to awfully hard to accomplish in BMS either.
How was the performance when using tiles more than 4096 in one theater at FF5?
IIRC Devs mentioned that using more tiles on Falcon reduces performance, thus tile is limited to 4096(256 sets of 16 tiles) for one theater currently.
Reiser, Polak, and I-Hawk have discussed new tiling system before with their technical knowledge. I wonder is BMS4.34 or 4.35 under development reflecting their conversation. I wish something happens in the future.
https://www.benchmarksims.org/forum/showthread.php?24741-Peregrine&highlight=peregrine -
I apologize: I use a translator.
The limit of 4096 textures is a challenge for any Theatrical editing team that wants to give a realistic look to the terrain.
From my limited knowledge when creating a zero texture set for a Theater you should keep in mind that: Each tile is associated with path and area information contained in the texture.bin … This information refers to road routes and Rivers, types of terrain … that are reflected in the THR and are taken into account for its displacement.
If BMS did not impose a limit to the number of textures in order to create 100% photorealistic terrain, at POH Theater, e.g. We would have: 128sectionsx128x16x16textures = more than 4 million new textures. Tens of thousands of textures would have to be defined in the texture.bin so that everything would work fine.
Although Falcon BMS could handle so many textures and an immense texture.bin, it is clear that you could not tackle the edition of texture.bin with the current tools.
Although the tools existed BMS and the current PCs probably can not manage it.
It is easy to ask to change the graphics engine and we have a land as in FS … but the requests must be realistic.
In practice there is a possibility without changing the graphic engine of the terrain: increase the limit of textures to double or triple or more (according to good fps) … Pe: 8192, 12288, etc … yes Would allow us to increase terrain variability and largely eliminate repetition patterns … We could have 4 or 5 variation textures for the North-South farmdark road, and create multitude of blocks of 4x4, 6x6 8x8
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Rathre or qty. of tiles the resoultion of terrain needs much higher. (IMHO)
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@Joe:
I apologize: I use a translator.
You’re forgiven!! LOL
4 million textures wouldn’t be required though. Nowhere near that.
I figure somewhere in the 25K arena would suffice. Possibly less.
C9
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@Cloud:
You’re forgiven!! LOL
4 million textures wouldn’t be required though. Nowhere near that.
I figure somewhere in the 25K arena would suffice. Possibly less.
C9
Yeah!!!
With 25000 textures we could do wonders !!!
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Tile’s are a thing of the past IMO.
SKINS are the way to go……chuckles!!!
tired demer -
If time permits can we use 3D terrain model to whole theater allowing ground units to move over the surface of it?
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IMHO - the old fashioned way of Falcon terrain has been one of the areas that has held us back. I for one would like to see a new terrain engine, even if it means terrain rebuilds, more specifically, if I could rebuild ITO2 terrain in a month with a new terrain engine that looks beautiful I wouldn’t have to think twice about it. But - trying to tile up to a million tiles . . . it just takes too darn long. I an open to new ideas and suggestions, but the devil is in the details.
I have seen some other very impressive flight sims = like WarThunder that have some beautiful terrain - I have no idea of what it took to make it - but based solely on looks - I WANT IT.