Can anyone write a program like this? (Auotmatic generation of Trees and Objects)
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It would be great if falcon would be compatible with X plane terrain. Just check this out http://world2xplane.com/
They use osm data to produce astonishing results. -
@Asharpe didn’t understood u m8. Could u be more detailed?
In 3ds max u can bake multiple textures in one. But this is worst and needs good skills on mapping to take advantage of space and quality. This is what I study at the moment for FBB project.
This is why I talked about procedural and facades. Facades are seameles textures where a 200x100 texture can cover in high detail a 70 floors building that could need more then 4096x4096 texture. U combine such small textures like wall windows balcony rofs etc and the code automatches those (from your library of such textures) to the dimensions of your building.
U create sets like high rise urban industrial area etc u declare them on your terrain and the code where it sees industrial cover the buildings with textures from the industrial library.
Same can apply for forests.This can be done and to what this thread asks about. Work tile by tile. Create the 3d object which will be for this tile. So u have to create some x.xxx 3d objects make them features and objectives inside Falcon after u import all those in to 3d database with LodEditor.
For f4browse and tacedit a program can be made or a script thing… Don’t know about 3d database and LodEditor. Since LodEditor can then sure a program could…
The question is do the resources to build an app for such thing exist? -
@Arty how is what you call “facades” different to what’s known to any 3D programmer as UV mapping? At least parts applicable to Falcon terrain and not just 3ds max user convenience.
As for last @Arty paragraph, thread creator asks how to automate the process. Your text describes just that process, without participating in finding a working solution.
As for the last @Arty post line, this is restating the same question asked by thread creator, Tom Catz. No one asked you to restate the question in different words. Please don’t pollute this, or any other threads with misinformation or irrelevant content.
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As now u answer to me I answered to Asharpe. Who is poluting now?
Also I believe I’m intitled of an apology by u as in my last paragraph I added a new parameter - question that was not initially brought to the subject.
What was your contribution on the subject except criticism on other ppl posts? -
did you try and check my speech recognizer - it is preview release only, but it offers MAXIMUM makro command action.
you can record mouse moves, all kind of mouse clicks and all keyboard events for minutes. work on a test image and have the same image program open with the same image in the bakground to check it out!The recorded makro can be triggered by voice or hotkey.
The makro recorder will become better - triggered by voice or hotkey, ability to pause …
maybe this helps
could change anybodys way of working.
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@Asharpe didn’t understood u m8. Could u be more detailed?
Well I had this half cocked idea that you could place a 3D building in an application and the application would add a layer to the tile image file for a sort of texture footprint for the building. But after thinking about that, I don’t understand the tiling system in Falcon 4 well enough. I’m guessing that it probably re-uses tiles, which means this would never work.
One of my pet peeves is when there is a building on the map and it is clearly supposed to be sitting on the concrete pad, but the coordinates of the building are off relative to the texture and instead half of it is on the concrete pad and half of it is on the grass.
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The idea is flawed IMO because while you can easily script static alignment of buildings (for eg.) on a countless number of tiles, what becomes problematic is how these tiles will blend with adjacent tiles.
Sure if the whole map is farm land, but there will be major manual edits involved to “clean” the areas which translate to other tiles/types.
You would need transition features that would be able to merge with the neighboring type, just as we do now with 2D tiles.
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The idea is flawed IMO because while you can easily script static alignment of buildings (for eg.) on a countless number of tiles, what becomes problematic is how these tiles will blend with adjacent tiles.
Sure if the whole map is farm land, but there will be major manual edits involved to “clean” the areas which translate to other tiles/types.
You would need transition features that would be able to merge with the neighboring type, just as we do now with 2D tiles.
Ideally in my made up fantasy world where people and projects shared code with each other…. If you placed a building close to a tile joint for lack of a better term, the app would be smart enough to handle transitions. But my lack thereof f understanding regarding the tiling system is probably at work with my niavete here.
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My idea of proper simulation would be to actually realistically simulate a “city”, “town”, “village” etc as closer as you can using real data eg from Google Earth, meaning not placing generic objects in a specific and following pattern…
Like tile proxy for FSX ? ( http://www.edtruthan.com/tileproxy/tutorial/ )
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Interesting posts. Hope to see BMS more “populated” in the future, it will be a game changer for a lot of people including me.