WIP - Hawaii Theatre
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So taking what we have learned from GUAM lately and applying it to this little idea i need someone or someone’s to develop a PR “Skin” so to speak for this Model:
If you are interested……Jan or Ted…LOL…or anyone who feel’s they can try to “get it”
PM me and I will supply the model’s…Extremely tired,
demercan you send the exact location of the thing?
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The whole island in 3d?
Talking about aiming high…
have u tested radius and hitbox and display in 3d?
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The whole island in 3d?
Talking about aiming high…
have u tested radius and hitbox and display in 3d?
Yes
and it gets better every day……
The “SKIN” on the Guam Landmass in the pics is from the ALPHA mosaics at 10’000 feet.
I think???...LOL!!!.. if you have followed me in this thread one would know from the ABase POC that we can render pretty high quality imagery on a feature with a lot less FPS cost than on a Tile.
In fact, in the pics, I have not yet removed the PR tiling underneath. When done we will see an ~10-20 FPS jump……;)
As far as your next question, yes “Click Click BOOM!!!” the Taboo areas still exist on the underlying wire frame (the L2 and .BIN)…demer
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have u tried the Unity trick?
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“Unity” in Falcon……???
Please explain…LOL!!!demer
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Using this u can come up with the tiles ready cut 1km by 1km
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How on earth u want to tile the whole thing…???
It needs about 16.000 tiles in a 1024^2 res.
in 8192^2 res it needs 255… I’m reading those in 8.192^2 and pass it over to u. Then do whatever you want with them.Also it will be extremely hard to align your model with the texture.
Best and fast way is from the same tool to get the heightmap and the texture.
U set a plane to the size covered. In my case 138.256km x 155.591km. Create a plane that size in 3ds max with 1000^2 segments apply the heightmap image to the displace modifier set the max height then apply the same texture from the area and done.
But this is extremely large and will result in a texture of 122880x139264 pixels… :lol:
u need a super trooper nasa wow computer to manage all those just to result to the model to export for Falcon.
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How on earth u want to tile the whole thing…???
It needs about 16.000 tiles in a 1024^2 res.
in 8192^2 res it needs 255… I’m reading those in 8.192^2 and pass it over to u. Then do whatever you want with them.Also it will be extremely hard to align your model with the texture.
Best and fast way is from the same tool to get the heightmap and the texture.
U set a plane to the size covered. In my case 138.256km x 155.591km. Create a plane that size in 3ds max with 1000^2 segments apply the heightmap image to the displace modifier set the max height then apply the same texture from the area and done.
But this is extremely large and will result in a texture of 122880x139264 pixels… :lol:
u need a super trooper nasa wow computer to manage all those just to result to the model to export for Falcon.
Ahhhh……I forgot about that tool. Need to investigate further.
BUT here is the coup de grâce for this new concept. The “Stitching in” of the PR Airbase imagery to the new feature:That little puppy cost me 8 verts……renders well though…;)
I do believe Unity may be useful in this process as I am only using two textures in the KoreaObj folder to cover both the Island feature and the Airbase feature merged. Albeit they are rather large @10240x10240, the size is needed to obtain some LOD from them.(Thinking this Unity tool will help us reduce this)
Here is the plus though, the Texture folder now only contains the 16 sea tiles and 1 land tile.That drops it to way less than the size it is now and reduces the draw call for the terrain drastically.Hence the FPS increase, remember she prefers to draw one tile a million times vs. a thousand tiles one time.Going forward,
demer -
well the “thing” is downloaded and it’s 15GB of 255 images.
Where do u want them uploaded?