WIP - Hawaii Theatre
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Yes. It could goe to 2 million, but I put a restriction on the number since 2 million tiles would make for a good slide show.
Hmm, makes sense, Fred.
But what if someone would code a ābubbleā for loading the terrain textures?
Huh sorry, I was dreaming again.
Cheers,
LS -
You have to use utilities that support ā>256 Setsā terrain. My āFF Utilities do - FFTerrainview, FFPathmaker and FFTinstallā. I am not certain that Monsterās utilities support more than 256 Sets.
Where are these Utilities ???
Phone call Inbound Broā(870) is me
Dave
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Where are these Utilities ???
Phone call Inbound Broā(870) is me
Dave
http://www.zianet.com/baldeagle/Downloads/FF-Terrain-Utilities-201.zip
They are not āsecretā utilities.
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I am not certain that Monsterās utilities support more than 256 Sets.
Thank you Bald Eagle to chime in.
Monsterās TE is displaying tiles with number of sets >256 properly. So, I guess, I can venture the reply that his Tool does support more than 256 sets.
However, I also recall, that when I was using FFViper ver.2.3.3.38 the tiles were scrambled in 3D view. When I switched to 2.3.3.44 that corrected itself. So, was this as a result of using specific terrain editing tools, or perhaps newer FF executable?
Now in BMS I have tested recently ITO2 and found Suez Canal tiles scrambled. I loaded that into Monsterās TE and it displayed all tiles fine. Since the only solution to remedy was to lower the number the sets below 256. And this is what I have done and the theater displayed fine too.
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Thank you BaldEagle to chime in.
However, I also recall, that when I was using FFViper ver.2.3.3.38 the tiles were scrambled in 3D view. When I switched to 2.3.3.44 that corrected itself. So, was this as a result of using specific terrain editing tools, or perhaps newer FF executable?Using terrain tools that did not support Sets > 256.
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http://www.zianet.com/baldeagle/Downloads/FF-Terrain-Utilities-201.zip
They are not āsecretā utilities.
HAHAHAā¦āsecretāā¦.Thankās OlāManā¦and you guyās should thank the Baldeagle as wellā¦
Iāll give 'em a whirlā¦
Dave
(BTW could you put .44 up to CVS??? Donāt have too,just interested in the terrain.cpp ATM) -
Just for the record here, and since TerrainEditor was mentioned, in TerrainEditor the type of the variable that stores the number of sets is ālongā, so it can hold up to more than 2 million sets. So, no problem storing more than 256 sets with TE but you have to take into account the limitations of the exe (4096 for latest FF and 256 for BMS) in order to work in the sim.
Itās nice hearing these info from the exe developersā¦:)
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HAHAHAā¦āsecretāā¦.Thankās OlāManā¦and you guyās should thank the Baldeagle as wellā¦
Yup, Thankās Fred for all the tools.
Cheers,
LS -
For theaters with >256 sets to work terrain tools must support it, as well as exe.
I think, we both (me in ITO2 and Demer in Hawaii) were using Monsterās TE when we crossed 256 limit.
For me it worked in FF, but now evidently now does not work in BMS. If I reduce number of sets below 256 all is OK.
So perhaps it looks it is BMS exe, which has a limit and the tools are fine. -
Itās a simple fix to change the exe to >256 to increase the # of tile sets. BaldEagle can run anyone(BMS member) through the process of making the change.;)
But then again, they may already know the solution. Just a matter of if they are willing to make the change.
RAM22
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Just for the record here, and since TerrainEditor was mentioned, in TerrainEditor the type of the variable that stores the number of sets is ālongā, so it can hold up to more than 2 million sets. So, no problem storing more than 256 sets with TE but you have to take into account the limitations of the exe (4096 for latest FF and 256 for BMS) in order to work in the sim.
Itās nice hearing these info from the exe developersā¦:)
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Hi,The utilities (on my side - Terrrainview, Pathmaker and SPTinstall) generation of offsets (Tex indexes) for the LOD1 tile start just above the last LOD2 tile index (4095 - zero-based). The LOD0 tile indexes starts at 8192 (4096 + 4096). To support >256 Sets the LOD1 tile offset is started at 65536 and LOD0 at 131072. The exe needed the same adjustments of indexes to use the LOD1 and LOD0 tiles.
I am just providing some insight into the changes I made to support >256 Sets.
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Thanks BaldEagle for the info, very useful.
For TerrainEditor it doesnāt make any difference, since it only reads/writes L2 and the BIN file, so it can be used to edit L2 and import more than 256 sets in the BIN of FF.
On the other hand, MakeTerrain (my other utility to create the other L files) has a problem with this so it cannot be used to create terrain files for FF.
Thanks again for the info.
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Hi,The utilities (on my side - Terrrainview, Pathmaker and SPTinstall) generation of offsets (Tex indexes) for the LOD1 tile start just above the last LOD2 tile index (4095 - zero-based). The LOD0 tile indexes starts at 8192 (4096 + 4096). To support >256 Sets the LOD1 tile offset is started at 65536 and LOD0 at 131072. The exe needed the same adjustments of indexes to use the LOD1 and LOD0 tiles.
I am just providing some insight into the changes I made to support >256 Sets.
Thankās Docā¦ā¦
Thatās what I was looking forā¦Dave
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The exe needed the same adjustments of indexes to use the LOD1 and LOD0 tiles.
HOT A.S cuts this out, magnifies it to a huuuge poster and sends it to the Devs
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In the meanwhile, as they decide to fix the codeā¦ā¦or not:
This is Guam and will be released in a week or so.
No you will not have a Campainā.
But,you will be able to set up some interesting TEās.
1.Very small area
2.Lotās of available Carrierās in TE(Yeah Boner,throw the BUG on it )
3.Photo RealisticATM this is all I can do for us,sorry
demer -
Hey me too!
Also no campaign, sorry. -
Hey me too!
Also no campaign, sorry.Thatās quite the Model thereā¦ā¦Iām sure it showās in game as suchā¦LOL
demer
(CheckMateā¦!!!) -
Thank you for PM. Great effort with Guam.
BTW will it be 32x32 theater or smaller are also possible. If smaller ARE possible then one could produce some more 64x64 tiles areas for TEs. -
Polak m8 u are a killerā¦ LOLā¦ I got cramps from laughterā¦ :rofl:
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LOL!