Theater developmental notes - Questions questions
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Could please someone give me a starter kick or a solution for this subject?
in the following video the floor of the shelter jiggs with the taxiway tile and makes this horrible effect…
I remember in the past we talked about it but I can’t recall a solution or how to fix - avoid.
In Lod Editor I have spotted the nodes for the floor… is there a way to alter some parameter to fix this and always show the models floor and not the taxiway tile?
thanx in advance…
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That’s the effect you get when two textures occupy the same space.
You could raise the floor ever so slightly.
Or use the solution they pointed out in the “license plate” thread to tell the sim which one is supposed to be on top. sorry, don’t have time to search it down exactly. That might work also.Just my two cents, not sure if it’ll help though since I don’t mess with that stuff in falcon.
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That’s the effect you get when two textures occupy the same space.
Yep this problem is called “z-fighting”, 3d engine (DX) cannot decide which texture to draw on top of the other.
Solution could be (as the HAS has it’s own texture for the floor) to adjust the taxiway texture so it only goes up to the beginning of the HAS.Cheers
Biker -
OR you could go through the entire Database in LOD Editor and remove those textures……!!!
Yet again, a good example of great modeling in Falcon with little understanding of the code…Sigh
SCRUB,SCRUB…tiny Scrubbing Bubbles would helptired demer
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How can I lift the object in LodEditor?
Also in general I found by my self how to change the takeoff and land sequence and have some suggestions… Although the way is way hard to find I have to say… it’s easy to do.
For the suggestion since there are the two runway data points why ain’t those r used for such declaration and also those 2 points could be used for the TACAN alignment and not the objective declared center… that way all tacan and runway will be 100% aligned.For the TACAN it can be overcome with a new objective with just data for the tacan. Since this will be close to the runway then u can align them. But this means more work…
Also for the Nav Steerpoint a new point data could be created - used that would service only that.
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Try to change the Z axes offset values under LOD vector data
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already found it geraki thanx…
I altered the normals of the vectors z values and all are ok by a quick test have to do more so not aircraft explode etc…well it gave explosions and I reduced the values to the third decimal value and all fine…
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Another question…
I have imported a model for damaged and destroyed…
My problem is that it displays both at the same time… any reason why this happens? or maybe some help here guys?Objective is a bridge, has one feature only.
The destroyed model doesn’t have a texture map.
re checked basic entries all seem ok…
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How can I lift the object in LodEditor?
Also in general I found by my self how to change the takeoff and land sequence and have some suggestions… Although the way is way hard to find I have to say… it’s easy to do.
For the suggestion since there are the two runway data points why ain’t those r used for such declaration and also those 2 points could be used for the TACAN alignment and not the objective declared center… that way all tacan and runway will be 100% aligned.For the TACAN it can be overcome with a new objective with just data for the tacan. Since this will be close to the runway then u can align them. But this means more work…
Also for the Nav Steerpoint a new point data could be created - used that would service only that.
Gent’s,
Please study the CARRIER Objective’s in BMS very closely!!! (and :rtfm:that came with them in BMS for that matter) This will get you a lot farther ahead then trying to sort 20 texture’s in 44 set’s in LOD Editor when it comes to building Custom Airbase’s in Falcon\BMS.
I can’t go into it here, other than to say that those 01,023L,06R textures define something’s in the code for player’s i.e. ATC sez “Cowboy One…take runway 23R” your AI wingy follows you….etc…!! Thats just one example.
Trust me on this though for the AI…they don’t use the same code as player when it come’s to TO\Landing on an Airbase.They don’t care, they fly by radar so to speak
Ummm, they don’t hear ATC talking !!!
They are only “Script Monkeys” that fly from Point A to Point B for our enjoyment!!!sigh,
demer -
Just for reference a newer more complete version of the tutorial how to add - create new features and objectives for Falcon BMS:
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Released Aegean v2.1 and have some questions… So if anyone can advise or maybe the dev’s take it under consideration…
1. Frequencies
I putted some VOR’s which works just fine as of channel band settings… and actually they work if u set the channel only. But I putted the frequencies also. Checked for doubles first. So I used115.00
110.80
112.20
110.86
113.40
113.50
117.60And found out that the above 110 don’t work. DED keeps flashing as of wrong input… Is there a limitation? are they off limits? As I searched the limitations are:
TACAN FREQ
UHF 960-1215
Channels 0-126
Band X/Y (X for Ground)Tankers
band Y
channels 70-126Also shouldn’t except all 3 to be set (1.the channel 2.band 3.frequency) so to work?
2. Fubared feature record
All of a sudden when in my tests all where good at the final stage a feature magically joined 2 features and they displayed simultaneously.
Strange thing is that in Falcon Editor and LE the Objective was shown correctly, also the feature in LE was displaying as it should… but in Falcon when recon or fly over the objective there where shown 2 features.
I redone just the feature in f4browse with the addcopy and all are ok…
Has anyone witnessed something familiar? could it be something that I did wrong??? IIRC I had the has lights flag checked…
Also IIRC we cannot delete a record with f4browse , right? So we leave it as garbage inside?3. Racks - HP’s
I done my changes as I had in my previous version that worked perfectly and when I Installed JanHas models and after some racks appear as selections at 1 2 7 9 HP’s… As I see them through F4browse and Falcon Editor all are fine but inside Falcon is another story…
Can anyone please advise? -
Dunno about #1 other than I think some freqs above 110 are for the Carriers in BMS….anyone else???ICRC ATM.
#2 Recheck your CT records for the add copy and make sure the feature is not Shared.
As far as Deleting records in F4 Browse, we can only delete from the bottom of the “Tree”" up…sigh.
#3 Reread the comments in the BMSrack.dat in your objects folder…;)…maybe the Model no longer conforms.Demer
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demer thanx for looking in to it but Falcon seems to be alive and having a character and choice of it’s own.
About the merged features no they are not shared… they are unique. Anyway found the solution.
About the racks the error ain’t on bmsrack.dat but on Hardpoints records… all of the sudden FalconEditor or F4browse decided by it’s own to add those to the F-16 30 50 and 52+ and the affecting ones as 30 affects 32/40/42, 50 affects 52, and 52+ affects 52+CFT.
Good thing is the error found and corrected.
Bad thing is what if other records are fubared also… as I can’t spot them…One more reason for a good database tool and the compare function.
I hope that when I will do the final changes Falcon will not decide by it’s self again…
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Just for reference a newer more complete version of the tutorial how to add - create new features and objectives for Falcon BMS:
Very very powerful tutorial!!!
Will using this new system will be fully functional airport, ils, tacan?
Is there any limit new airport that can be created?
I thought it could not create new airports, only modify existing ones:
-01_19 airbase
-02_20 aribase RV
-21_03 Airbase
-05-23 airbase 2 RV
-26_08 Airbase RVr
-30_12 Airbase RVr
-32_14 Aribase Rvr
-34_16 Airbase 2 Rvr
-11_29 Airbase
-20_02 Airbase Rv
-02_20 airbase 2 RV
-20_02 Airbase 2RV
-23_05 Airbase 2 Rv
-08_26 Airbase RVr
-11_29 Airbase
-12_30 airbase RvR
-34_16 Airbase Rvr
-36_18 Airbase
-505 Wonsan
-Gen AFB
-545 Osan
-Kimpo AB Main
-KUnsan AFB Main
-Mirim AFB
-Seoul AFB
-Sunan
-Suwon AFB -
@Joe:
Very very powerful tutorial!!!
thanx
Will using this new system will be fully functional airport, ils, tacan?
yes they will. U will have to add the new ils tacan values and entry to the corresponding files.
Is there any limit new airport that can be created?
Well I don’t really know… But I’m sure it can handle the load. I created about 9 new (add copy) and 7 VOR with no problem.
U can create totally new from ground zero also.
Use the empty airport Demer was showing and there add your own 3d objects.
I believe using Korea Theater airports for new theaters is a No… if we want realism. On the other hand it’s a big OUCH to create and implement them in to Falcon.
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I posted this vid a while ago, please listen to the ATC as they call out the correct runway.
There is no 09_27 Runway in BMS\Falcon……there is now.
The only problem is that the CODE uses a texture list\ character string to determine which runway it calls out and it is by sets. Unfortunately that list and textures are a bit fubared ATM. Again an example of adding to the DB what we think we know without regard to the CODE…
As we continue with the AB tut’s I will include one on how we do this. As well, I posted IIRCC, the list of available call outs as they are now.So to answer your question Joe, yes we can, as long as we stay within the bounds of the CODE.
Then again if we have one outside the box, say…18_360, we can always use an Add Copy CARRIER Objective for it…;)LOL!!
demer -
The only problem is that the CODE uses a texture list\ character string to determine which runway it calls out and it is by sets. Unfortunately that list and textures are a bit fubared ATM. Again an example of adding to the DB what we think we know without regard to the CODE……
Huh?
U mean the texture sets and runway heading numbering? there u declare the number of the texture set used as the feature has many textures…
I changed the heading and added textures for 1 airport in Aegean… This is nothing… the badass is that u have to change also and the taxisigns… There is the mess as u have many to change - add.
If u mean the textures list is fubared… yeap many r repeated and a few are wrong, or duplicates. Minor issue I would call it…
Edit: The trick is that texture numbering starts from zero. so 0=First texture 1=Second and so on and so forth… the takeoffpt where it’s red on the runway when selected there u declare the texture number by double clicking on the RunwayList Type (or one click and Edit). On the window that open there u declare the Runway Texture… so for example 23 is the 24 texture (cause it starts from 0) in the list of textures for the feature in LodEditor.
which feature? The one that the red marked TakeoffPt point relies on. And to crosscheck the heading u declare on the RunwayListTypemust (Point Header Data window) must be the same as the one of your texture… -
Huh?
U mean the texture sets and runway heading numbering? there u declare the number of the texture set used as the feature has many textures…
I changed the heading and added textures for 1 airport in Aegean… This is nothing… the badass is that u have to change also and the taxisigns… There is the mess as u have many to change - add.
If u mean the textures list is fubared… yeap many r repeated and a few are wrong, or duplicates. Minor issue I would call it…
LOL!!!..…you almost “Got It”…
No need to Add yet. I don’t care about Taxi Signs Features or their textures ATM. They are easily changed.demer
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Well Demer u r unclear in many of your posts where full extra super detail is needed and u puzzle trouble ppl… but that’s Demer…