Airport Construction Guide for Falcon BMS 4.33+ by Cannon
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Well at post #31 I gave u some ideas.
Mostly it’s math and specifications.
Get the specs for airport so to have the standards to do the math.
Example rwy centerline, width height per line, how many?
You must fit all as the specs say.
The main issue is taxiline.
Also allign of the lines and textures or tyremarks.One approach which is very good memory texturing wise is overlap but u must forget super and unique details. Kimpo is like that iirc. Look at the model and textures. Only 7 iirc for the whole airport and it looks very good.
Another approach presented by Eghi iirc is create the markings as 3d objects and then set the zbias so that overlapping areas will not flash as they fight for the which is on top.
Another one is PBR which is new and I believe never used in falcon. This is the future and once done correctly or create a library for basic staff for markings it can be super fast, but for the first time will need much time to do, as I understood it, but having at least one set of library then you can adjust to perfect fit according to airport specs. Also have in mind that pdr software ain’t free and need strong machines even for a simple model as an airport run way or Taxiway.
If you don’t overlap areas then you will have to work simultaneously on at least two areas for the alignment, and if the detail it’s high then ram will be a must like 16gb minimum. You will be able to manage and with 8gb but your hdd and your nerves will suffer.
Now the pros can enlighten us.
Guys?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Eghi’s way is IMHO the best result. Gibraltar airbase is a master piece.
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I can handle the runway markings but taxiway markings are so hard. By the way, could you guys talk more about Eghi’s way? I hope he read this threat.
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Simple, markings are 3d objects not just texture.
This raises the poly count but gives freedom to do things .
U still will have the issue of joining weathering and a nightmare to re position the airbase in falcon editor and the biggest nightmare would be to set the zbias values.
Zbias values are the values that set which is on top of which.
Nightmare in the sense that you almost must repeat objects positioning and the zbias for each object.
Oh and iirc zbias must be done in LodEditor which is a nightmare of its own, [emoji38] good app for falcon, still works and saves our ass but the UI and processes are killing us. [emoji38]Edit: of course Eghi’s approach is half the PBR.
He is actually creating a high poly model.
He doesn’t use this model for detailed texturing and use a lower poly on the game, he uses the actual high poly model in the game.
If he used PBR here wouldn’t have to set all those zbias which I believe are toooo many.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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In Gibraltar taxilines do not have to have zbias. They can just be placed at z=0,02 while the detailed asphalt id at 0,01 and the background runway image is placed at z=0,00. It eats a tiny chunk of the tire, as drawback. But a lot less of work and probably unnoticable for many.
You could even make the differences even smaller, like 0,001 and 0,002…
Simple, markings are 3d objects not just texture.
This raises the poly count but gives freedom to do things .
U still will have the issue of joining weathering and a nightmare to re position the airbase in falcon editor and the biggest nightmare would be to set the zbias values.
Zbias values are the values that set which is on top of which.
Nightmare in the sense that you almost must repeat objects positioning and the zbias for each object.
Oh and iirc zbias must be done in LodEditor which is a nightmare of its own, [emoji38] good app for falcon, still works and saves our ass but the UI and processes are killing us. [emoji38]Edit: of course Eghi’s approach is half the PBR.
He is actually creating a high poly model.
He doesn’t use this model for detailed texturing and use a lower poly on the game, he uses the actual high poly model in the game.
If he used PBR here wouldn’t have to set all those zbias which I believe are toooo many.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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well those micro z differences can induce z fighting from specific angles and distances and lighting.
also higher z values create more shadows… many shadows… thus gives an impact on fps and on special specific occasions might look strange.
Have you tried the same model but without those extra z elements to compare them?Nice sketches m8 but again this is half the pbr approach which ends up to one model with just texture or textures instead of many models with maybe same textures.
Ain’t a nightmare to align all those in Falcon Editor, or the overlapped objects are exported as one object? meaning taxiline ain’t a different feature in the objective. Right?
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well those micro z differences can induce z fighting from specific angles and distances and lighting.
also higher z values create more shadows… many shadows… thus gives an impact on fps and on special specific occasions might look strange.
Have you tried the same model but without those extra z elements to compare them?I showed you the model of a feature in Gibraltar that is current in POH 0.8
IMHO Works fine with taxilines, not so much in the markings that have alpha layer textures. But also less noticeable in this ones.
Ain’t a nightmare to align all those in Falcon Editor, or the overlapped objects are exported as one object? meaning taxiline ain’t a different feature in the objective. Right?
Taxiline is not part of an independent feature… I guess it could be, but is not.
Aligning was not (specially) bad in this model. It could be worst i others, but I think this is solve fined if you work your whole objective as a single model, then Split it in the different features but rotating it on increments of 1 degree using snap angle in 3dsmax, so that it overcomes the 1 degree rotation by leaving any deviation less than 1 degree.
You will have a slightly (less than 1 degree) skewed hitbox, but IMHO worth it to fit better photorealistic tiles.
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for align I was talking about Falcon Editor not 3dsmax.
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I know, i know. I was saying that one if the nightmares of aligning with Falcon editor is the 1 degree constraing in rotation of features. Then i tried to explain my strategy to avoid those issues:
Making the whole objective into 3ds, so that everything fits nice when aligned, activate angle snap togle It to límit rotation to 1 degree, because i need to rotate my models to make a good hitbox, them export each feature and align everything back, which wont be so hard if i have done everything correctly. It is hard rock explain.
Still a little paind in the @ss but better so.
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