Theater L2/L0…
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Hi there.
I wonder why in BMS we dont use the L0 as the base terrain data as it seems much detalied than L2. Might be answered already but im really curious… Thanks in advance
L2
L0
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LOL, because BMS decided to just go with the L2!! There’s actually L0-L5!!
C9
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Back in the days of FreeFalcon, L0 was used but it had an awful side effect of terrain popping/morphing at a certain distance. Several ideas were tried to reduce it but nothing satisfactory ever really made it. One idea was to push the transition distance out to beyond the point where it was no longer visible but as nobody had computers strong enough to cope the framerates would get to slideshow levels.
L2 is okay for fast jets in their normal environment - Low level and TFR not so okay. 3-4 weeks and this will all be a moot point.
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BMS always used L2 because of Z-Fighting. If we would try to go L0 with current terrain code, there will awful Z-Fighting between terrain vertices in distance.
Now, that said, 4.35 already has a reversed Z-Buffer effective (That’s why you don’t anymore see ugly Z-Fighting in TGP screen for example) so the resolution now of the buffer is WAY larger than ever in Falcon, but no work will be done on terrain at this point.
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I understand the point of view “no further work in the terrain will be done now” i was just Curious… and thanks for the answers
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I understand the point of view “no further work in the terrain will be done now” i was just Curious… and thanks for the answers
In 2007 POH 0.5.0 used the L0 mesh with little success with SRTM (Shuttle Radar Topography Mission) topographic data, obtained by the Shuttle Endeavor spacecraft.
during the 11 days of the STS-99 mission February 2000), included using an installer developed by Blueprint. - Adaptation to AF / RV / OF with a terrain resolution of 250m.The transition between L0, L1 and L2 was too abrupt.
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Not only Z-fighting but also jumping of elevation changes when terrain did switch from one LOD level to the next…
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Understood
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Hi Joe,
I have a question regarding L1 and L0 update.Using Terrain editor, I am able to update L2-L5 terrain Lods with X3 TGA without problem, but I can not to update L1 and L0.
I get error message no:0x0100 ("TARGA image dimensions don’t match current LOD. Skipping L0 for TGA Import)…but my TGAs are proper Lod ressolution L0 is 8192 and L1 is 4096 px. I cant even import back TheaterL1.tga and TheaterL0.tga previously produced by modterrain.
Would be cool to have this fixed in terraineditor/modterrain.I am searching for backup solution.
I noticed your F4AF L0 file (probably produced by Blueprint) has X3 value made on L0 level resolution (not extrapolated from L2, but directly BAzt L0) . So you…or perhaps Blueprint knows, howto bake 8192 resolution X3 into L0 file.
I used to be able to export some Lod file values into pure raw in the past, made photoshop edits (with tricky header settings) and put it back to Lod file. I forgot the process (and did not forget how painfull it was)…perhaps used CATE+path maker or so…but in terrain editor it works so nice, fast and intuitive for L2,3,4,5 Lods.thanks
LukEdit P.S. of course it does not work even in L0/ELV Edit (yellow) mode