Peregrine
-
I can’t wait until Polak gets a hold on this software. The possibilities are mind-boggling.
This really applies to everyone.
At this stage of this program development it is crucial that all of those who had dealt with terrain making for BMS give their input what and how to possibly improve this process. I know, that this is in a way little heavy handed and even rude to give just suggestions to a programmer and be expecting all that can be implemented. Pushing this correctness aside and in order to accomplished progress here, I think, this could be rather helpful.
I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
I have no doubt this new tool could be as good and results could be really interesting for Falcon BMS. Thanks for the efforts.
-
I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
+1
-
What would be cool is allowing us to copy/paste cam file links into peregrine, then designating those links as paths for ground units. This would make identical paths/links and allow the campaign to move quite quickly. It would also allow developers with theatres containing large bodies of waters, to direct the paths in manner that the ground units follow bridges, tunnels, etc instead of stalling at water impediments.
-
This really applies to everyone.
What about painting areas for the autogen ?
So it should be possible to paint or to rub the areas by using a brush.Else I think a theater dev has to work with Peregrine (when released) for a while to
see what could be further helpful.
Monsters TE was also not born in one day.
… so I hope reiser will support and improve Peregrine like Saki did with TE.Cheers,
LS -
This really applies to everyone.
At this stage of this program development it is crucial that all of those who had dealt with terrain making for BMS give their input what and how to possibly improve this process. I know, that this is in a way little heavy handed and even rude to give just suggestions to a programmer and be expecting all that can be implemented. Pushing this correctness aside and in order to accomplished progress here, I think, this could be rather helpful.
I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
I have no doubt this new tool could be as good and results could be really interesting for Falcon BMS. Thanks for the efforts.
+1
-
Thanks
Its all above my pay grade but it sounds really cool
-
+1. Sums up this thread nicely.
-
What about painting areas for the autogen ?
So it should be possible to paint or to rub the areas by using a brush.Else I think a theater dev has to work with Peregrine (when released) for a while to
see what could be further helpful.
Monsters TE was also not born in one day.
… so I hope reiser will support and improve Peregrine like Saki did with TE.Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/Santa/santa029.gif
LSUnfortunately, the way autogen works, it doesn’t really lend itself to painting. However, it’s really easy to add autogen features to tiles using the tile editor part of Peregrine. That’s separate from the terrain itself. The reason being is that it’s the Tile that holds the data for the autogen and the autogen data is nothing more than an area (point, radius). However, in the future, I might look into providing a circular “brush” for the terrain where when you click it intersects all the tiles and makes sure there’s a corresponding “autogen area” attached. This would be similar to painting but it wouldn’t, because we are limited to the number of area’s on a tile. But, then again, as we move forward, the BMS plugin for Peregrine WILL be open source, so who knows.
-
Will be possible to add autogen buildings too?
-
Will be possible to add autogen buildings too?
Buildings, trees, etc are all properties of a single Tile, so yes. It’s a “city” type autogen area. instead of a “forest” type.
-
Buildings, trees, etc are all properties of a single Tile, so yes. It’s a “city” type autogen area. instead of a “forest” type.
Great! Will love to see autopopped cities and towns!
-
Buildings, trees, etc are all properties of a single Tile, so yes. It’s a “city” type autogen area. instead of a “forest” type.
Is it possible to add “autogen building” to the target list and hit by bombs?
-
A noob’s question if I may…will it be possible to enable real mesh, real textures and real sceneries in BMS with the current engine’s limitations or handicaps.
Or…will it be possible to upgrade/ change the current graphical engine within BMS to enable it?
I know if it’s possible it might take years…but…just interested of the prospects. -
A noob’s question if I may…will it be possible to enable real mesh, real textures and real sceneries in BMS with the current engine’s limitations or handicaps.
Or…will it be possible to upgrade/ change the current graphical engine within BMS to enable it?
I know if it’s possible it might take years…but…just interested of the prospects.Outside the scope of this project. This project aims to make creating theater’s for BMS easier. Not to replace any internal BMS functionality. That said, those with the source code would be able to make any modifications to BMS’s internal simulation code, not me.
-
Great! Will love to see autopopped cities and towns!
If defining an area on a tile as a city or whatever creates autogen buildings than it will work. I can only work within the restrictions of BMS as it is currently in 4.33.
-
A noob’s question if I may…will it be possible to enable real mesh, real textures and real sceneries in BMS with the current engine’s limitations or handicaps.
Or…will it be possible to upgrade/ change the current graphical engine within BMS to enable it?
I know if it’s possible it might take years…but…just interested of the prospects.If BMS terrain engine will change, probably RL tiles will NOT be the way to go… modern games aren’t using dedicated tiles, but more likely mutli-texturing techniques. The land should come to life with autogen/real objects and not with dedicated tiles.
Using a lot of textures will probably be less efficient always because however you look at it, you will need to load/swap a lot of memory, even assuming that you load textures as Array, still for including enough tiles there is a need for MANY textures.
-
I could see there still being a call for using photoreal textures for specific areas. I was just going through some satellite imagery of north korea yesterday wondering if the features I was looking at were modelled in BMS (pyongsan mine, punggye-ri test site, the yongbyon complex and a few others). Seems like more satellite imagery would be one easy way to tile areas realistically without worrying about how accurate it is to real life.
-
Photoreal for specific (and special) areas which cannot be filled with “generic” textures is OK I guess as long as the photoreal usage is sane.
-
Well obviously it would be far better to have objects instead of relying on tiles for detail… but I guess there is problems with that too.
-
What about painting areas for the autogen ?
So it should be possible to paint or to rub the areas by using a brush.Unfortunately, the way autogen works, it doesn’t really lend itself to painting. However, it’s really easy to add autogen features to tiles using the tile editor part of Peregrine. That’s separate from the terrain itself. The reason being is that it’s the Tile that holds the data for the autogen and the autogen data is nothing more than an area (point, radius). However, in the future, I might look into providing a circular “brush” for the terrain where when you click it intersects all the tiles and makes sure there’s a corresponding “autogen area” attached. This would be similar to painting but it wouldn’t, because we are limited to the number of area’s on a tile. But, then again, as we move forward, the BMS plugin for Peregrine WILL be open source, so who knows.
I don’t know how easy it will be to add autogen features to tiles using the tile editor part of Peregrine,
but at least you will have to create some circles of various size (click center -> move size -> release)
to cover the territory of a tile which you want to autogen.This is a time consuming and boring process.
(click click click click click click click click click click click click click click click …)
… for each sort of areas. (tree, bush, gras, etc… )The idea is to paint the territory of a tile which you want to autogen,
and an algorithm will convert that painted “shape” into fitting area circles.Using a small brush size we could also paint 3 little single tree areas by just 3 clicks.
This should be quicker and more intuitively than creating thousand of circles.
Once the mentioned converting algorithm exist, we could further simplify the
area creating process by getting the “painted territory” from a saved .bmp.The idea would be that a tile creator will have differently layers in photoshop anyway.
(plain, water, forest, gras, … etc.)
So it would be easy for him to create a 2 colored bitmap, black/white where black is plain
and white is trees territory for example.Loading such an bitmap into Peregrine and let the converting algorithm taking care
of it would almost automate the process.… just ideas.
Cheers,
LS