WIP - Taiwan Theatre
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Hi Stef,
Hey Guys, I am back
after 8 months i finally have a working PC again and back to developing Taiwan BMS Theater.
atm I am sorting out with Canister what we have and what we need.so far we sure NEED a 3D DataBase operator/editor. We have some 3D models that have to be in that Taiwan Theater DataBase to create a realistic scenario.
any help is appreciated!!!we keep you updated!
welcome backā¦
Cheers
Biker -
THANK YOU SO MUCH DEMER AS ALWAYS!
ok, I ll try it out when I get back on my desktop, what about loadouts, and lower lods? for example If I wanna replace the current F16 block-32 LOD1 with fck1 LOD1, the LOD2,3ā¦ will be still of the F16 right? as the .lod files from ccc seems to me that are only LOD1 are there any kind of problem? I think that there will be a ābadā transition in terms of shapes from LOD2 -> LOD1 anything else?
I ll keep up the updates hereā¦ -
I believe LOD1 is really the only one needed anymore.I had done some testās when BMS 4 was first released, then Mystic and I ran some testās earlier this year (ummmmā¦he did all the grunt workā¦LOL!!,thankās M8 ) That point in that direction.He may well be using them in his BFS DB,I have not had a chance to peruse it as of late.
In any event, my belief is that Falcon, whether it be BMS or Falcon 4.0. Doeās not need to start drawing a dot at 60 mileās,a Triangle at 40 mileāsā¦.etc. Basically she should not be forced to draw anything BVR of the playerās āBubbleāā¦just suckās FPS\GFX\CPU resources IMHO!!
As far as load outās,as drawn on the vehicle when viewing OTW, theyāll be there.I did this same thing when I was a Core Developer at FF i.e. using one LOD for a model, and deaggāng it into the 3D world at a reasonable\believable distance that the Human eye can see.
I Donāt think even āTop Gunāsā in RL, flying @ 300 Knotās @ 10K feet can discern\see a 300 ft long x 30 ft wide x 40 ft tall Bridge at 40 NMā¦ROTFLMAO!!! Boy we have it easy in Falcon!!!tired demer
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Gāevening Stef.
Anything I can offer to help this move forward?
Timeconsuming 3d placements or other mentally disabled tick-tock processes? -
well done
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when is this due ā¦any idea ā¦Sorry been away for a while i was at update 2 ā¦when last here ā¦
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when is this due ā¦any idea ā¦
:rofl:
You must be new here.
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Mmmmā¦
ADIC Ching-kuoā¦
Tāwould be nice if there was a better model, but no matter. All things in time.
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Iāve always been a fun of waporware!
But Iām @ home with some spare-time from exams, so maybe I will get this project to some point.Iāve lost a lot of files, but today Iāve manually controlled and reworked all the roads for the Taiwan island only for the objectives, recalculated L2 thr and mea and all troops are moving somewhere so far.
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Itās a sweet dream if we can virtually fly high above our homeland.:bowd:
And if we have our ground objects like Balkans development today.:headb: -
I will contact Stef and see what we will do with the Theater, I ll try to fix as much terrain I can, but I donāt think I will ever have enough time to completely finish it as it deserves, so maybe I will give someone the filesā¦
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All Formosa Island roads and rivers have been redone by hand, last pass is elevation/angle check for valleys.
Next steps will be hopefully terrain texturing and tiling. -
too many rivers.
better make those rivers pure eyecandiesā¦ or they make block GU movement badly. -
good day - I would love to be BETA i have two and a half months off so I can really get in deep
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too many rivers.
better make those rivers pure eyecandiesā¦ or they make block GU movement badly.Trust me before it was even worse!
Anyway Iāve decided not to activate the water-shaders for the rivers (they are not water-type texture anymore) so they are only an eye candy
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Hat off to everyone who contributes to this society.
Iāll keep dreaming as long as thereās progress.
And we are all counting days base on falcon calendar.:D -
I got half a day free, here the results:
Iām pretty happy with the result, seamless, maybe āboringā for the eye, but is looking good imhoā¦
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@RPG:
Niceā¦.you using 512x512?, I think 512x512 is a good size for BMS and performance, bigger for ABās is fine, below 512 it gets a little too blurry, but then again that could be useful for certain tiles?.
512 atm, I used 1024 in other tests, but they do slow down older pcs (less gpu ram).
So I started working in 512 res, this gives a good impact on medium altitudes, but not the best visual on low level (<5000f)Next step will be to find a good area with farms and make a seamless tile out of it, I personally hate working on the farms, because is really hard to find good images with the right colours.
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