PinkyandBrains Beginners guide
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meh…you all guys…have still so much to learn…
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can those textures:
http://www.openfootage.net/?page_id=1393
not the paid but the free ones that come with this license:
http://creativecommons.org/licenses/by/4.0/
be used for bms development?
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Thanks godness for Arty and his little sharp eagle eyes
With best regards,
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First off I found this for 3dsmax and as my knowledge is limited I thought I ask. could those new features in 3ds max 2017 help on uvmapping and texturing?
UV editor; flatten by material id
UV editor; flatten by smoothing groupsSecondly I’m having some thoughts… for Airports.
Mostly for secondary ones but maybe and for primary. By secondary I mean those that might not be used for spawn airports or are for heavies only or airstrips etc.
The thing is to both reduce the time to create airports and at the same time keep high or acceptable detail and reduce airports load - resources needed for the engine to calculate.Create 2 polygons areas. One taxiway - one runway. texture only the surface so like asphalt for runway and plates for the taxiway or maybe asphalt. So one object the whole runway and a superfine 4096^2 texture or maybe 2048^2 that will look superfine everywhere with correct uvmaping where all mapped areas will be overlapping to have nice detail. I believe this texturing trick is doable by observing kimbo model.
Now about the entry points numbering etc create objects but only the painted ones that will overlap above the runway and taxiway objects. I know the problem with the overlapping objects where textures get messed up (sorry can’t recall the terminology) so there must be a small offset - gap between them so that they will show ok. If not the painted areas can be cut from the runway and the painted ones must be aligned with the asphalt on the gaps. That way the painted ones could be 2 objects, one for runway one for taxiway.
So we have only 4 objects and maybe 4 textures only.Side off for more detail. Runways and taxiways could be done is subobjects to serve as targets objects in target list in Falcon.
Now as I see in models and Falcon editor in the Features Dependencies (FD) and looking at Kimpo AB Main I see that not all features are used - declared. The FD has 5 combo boxes but only 4 are declared.
For example for 0 runway.
For left features used are (1,7,6,5,) For Right features used are (8,2,3,4).
This means that landing AI will turn on taxiway before the end of feature 5 following the 1,7,6,5 sequence? probably not as the point is correctly put. but why we declare those 4 features only?
Why I ask. If I make a runway just one feature will it work? or there is a minimum of features that must be declared in those FD?
If I make a feature of the rwy lines and use those for FD will it be ok? the points PD have to be on the 3d object or it doesn’t matter? -
UV editor; flatten by material id
UV editor; flatten by smoothing groupsCan do in 2014.
Regards
Dave -
If I make a runway just one feature will it work? or there is a minimum of features that must be declared in those FD?
If I make a feature of the rwy lines and use those for FD will it be ok? the points PD have to be on the 3d object or it doesn’t matter?In my (limited) experience, yes. One segment runways work fine. Only drawback I see is not having to spread bombs along the runway to destroy it. We have done it sometimes for POH.
If I make a feature of the rwy lines and use those for FD will it be ok?
I am sorry. I don’t understand.
the points PD have to be on the 3d object or it doesn’t matter?
It doesn’t matter. Nuno Santos emptied all airbase objectives in our photorealistic bases (POH again) and created PDs/PHDs over the tiles and worked just fine. (a little dusty sometimes ) We later on created the runways but the PDs where already there so everything worked the same. Worked as it should.
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I mean :
Runway asphalt one feature.
Markings on runway another feature.But got my answer. Since it works with no objects.
So declaring Feature Dependencies in Falcon editor is not needed at all? What - why are they for there? Forgotten from old code?
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So declaring Feature Dependencies in Falcon editor is not needed at all? What - why are they for there? Forgotten from old code?
I think declaring Feature Dependecies has some effect. But not for landing or taking off. IMHO, and this is a guess, their effect is for when this declared features are missing. It might tell the AI that if those are missing or damaged they rather cancel the flight. They seem to declare only the first 4 or five features that an airplane steps in when going to take off. Thats my (I am guessing!) explanation to why one RunwayListType has 1,7,6,5 and the other 8,2,3,4.
I think the movement of IAs at landing or takeoff is solely defined by the PDs, and the FDs just tell the IAs to better get back to the hangar cause they are going to blow up if they try to t/o. But I haven’t tried. If that is the case, you would only have to declare the 1 feature of the runway for both RunwayListTypes and leave the rest empty.
If you find out more about this please share it.
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hmmm can’t find anything…
Anyone guys?
Does anyone know why are they for?
@Falcas you made new airports with no taxiways… what about your runways? do you use - declare the Feature dependencies there?
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For CET I made new models for the runways.
They are basically the same as in Korea. Different dementions and different texture.Gr Falcas
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For CET I made new models for the runways.
They are basically the same as in Korea. Different dementions and different texture.Gr Falcas
Did you used feature dependencies in those? Do you know what are they for?
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Yes dependency is set for all runway segments.
Not 100% sure yet, but I think this is for the code to know if a runway is availible or not.
Meaning, when you hit a runway segment and destroy/damage it, it will affect the complete runway.
With the dependencies, the code knows which feature build up a runway.Gr Falcas
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Could you please ask for it in the dev forum to clear it out?
So that way if in feature dependencies we add the tower and approach lights if those get destroyed they add up on the code to calculate the % of damage or how operational an airbase is. I know airbases have backup systems and probably this is why but in some we could declare that as if that airbase doesn’t have a backup system or the backup system is non operational.
hmmmm
In that case then in all airports this should be set accordingly, some are way off.
Also in the database there are somein LodEditor there are 6 feature dependencies, in Falcon Editor there are 5, how come?
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Hello little help here please.
For a ground object I want something to rotate continuously.
I have the DOF (DOF #0) looks ok in ogglod
I have added a switch (0 afterburner) and linked dof to switch with option always on ticked.In ogglod doesn’t show rotating automatically, will it be ok in falcon or I did something wrong?
Sorry for the q but I even had to search for a day to add a switch in 3ds… I totally forgot… Go figure…
thanx in advance.
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DOFs is not rotated automatically. To check rotated, you have to do it by hand:
- Open the Ogglod
- Press D key
- Type the number of DOF to rotate and press Enter key
- Then, press Alt key and hold
- Press left mouse button, hold and move the mouse to the left and right.
Or…
- Open Ogglod,
- Press the space key
- In the new window, select DOFs
- Change value in your DOF, or use arrow up/down (press and hold arrow using the left mouse button, then move mouse up/ down.
Regards
Eghi -
Thanx Eghi all those I know.
As I said looks OK in ogglod. I manually do what you wrote. I saw the videos first from wayvedave.My q is how to autorotate inside falcon.
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Sure.
So you question is about appropriate script in the F4Root. -
Sure.
So you question is about appropriate script in the F4Root.???
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Edit: Ok I read the guide - manual again found the part about F4Root but it’s not that clear - detailed.
The model I want to have rotated is a windmill.
My logic is:
Have the rotating “blades” as a different object all attached as one object.
I use a DOF (#0 ) and set it accordingly. in Ogglod shows fine when I manually rotate it as the guide for dof’s says.
I set a switch (#0) and check the always on and link to the DOF.In my mind if I do that it should display a constantly rotating windmill in falcon.
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Try to use DOF 5 and script 11. What has to do the switch?
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Autostart the dof rotation?
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