Monster Terrain tool
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did someone tested “negative elevations” in the sim?
what is the purpose of this feature if it does not work inside simulator?
I can imagine it would be cool to use it for steeper areas…for example coastline with only 200ft high is almost flat in 1km resolution - If I would be able to make negative sea vertex -3000 and it would be covered by separated sea-plane - there would be nice “Dover cliff” with L2 possible
…but perhaps it is just for editing purposes - when manipulating complex highmaps containing seabed data…BTW Thanks for new version!
-the fastest elevation speed change 320ft/s is still much slower, then default one in previous version - may I ask for one additional faster rate (similar to previous one) in next version please?Carefull with negative elevation data. Altitude Radar, Barometric Altitude indication, Terrain following ability …etc etc. There is no such thing as neg. alt. unless you wanna dive and go submarine
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Well, negative elevations exist in real life, Netherlands is known for having a lot of land below sea level. Not sure how it’s implemented in Falcon though. Some test should be made.
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One can try out, but i would crosscheck the side-effects aswell ( Altitude Radar (minus?), Barometric Altitude indicator, Terrain following ability …etc etc. ) …in Falcon Terms.
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Monster,
the bugfixes regarding the bugs I’ve posted in post# 206 are working well in 3.5.6.
… great job.… and another bug report.
When I try to load a huge feature file (Road.tdf in my case)I get an error:
“ERROR number 6 Overflow”Then the OK button does not close the error message,
so I have to close the TE tab, which results in a further error:
“Run-tme eror ‘401’:
Can’t show non-modal form when modal form is displayed”Clicking OK results in another error:
“Run-time error ‘52’:
Bad file name or number”Then TE is finally closed and I can restart again.
I’ve also tried to split that huge *.tdf, and each split file loads fine
when loaded single, but as soon as I try to load both split files,
then I got that error again.… and a feature request.
Would it be possible to edit the *.tdf in TE and save back as *.tdf?-
moving each type of feature separately.
(actually the “move Features” section moves all features) -
select part(s) of feature by directly clicking (ctrl for multible selections)
or a selection frame to move or delete those selected parts -
save as *.tdf
This way we could reduce the river features for example
and use the resulting *.tdf for autotiling in TV or CATE,
before we use TE for finetune.Even more welcome would be a feature- autotiling according to *.shp in TE.
In case of roads and rivers,- define tilenumber of originally tile (without road/river)
- define which tiles to use for straight vertically/horizontally, curve, crossing, etc.
- load *.shp
- start autotiling.
Also welcome would be a *.shp to *.tdf (or to *.e00) parser, though,
because river features are to many and we can’t easilly edit *.e00.
Additionally to me it seems the *.e00 (or the Dem2Terrain converted *.tdf)
don’t match the geo data exactly, which results in rivers on mountains, etc.BUT I would be already happy with 1), 2) and 3).
Thank’s for reading.
Cheers,
LS -
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Well, negative elevations exist in real life, Netherlands is known for having a lot of land below sea level. Not sure how it’s implemented in Falcon though.
Min elevation of Dem2Terrain converted theaters is 0, so Netherlands is mostly water.
I think everyone who has ever worked on a EU theater has lifted that area manually.Cheers,
LS -
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I see a “bug” when saving .thr the program goes directly into the correct folder, the same for the .mea file.
The problem is that saving the .mea will “change the default” folder to save the .thr and you have to reset that manually in order to save the .thr
I know it’s not a bug, but it can save a couple of seconds :mrgreen: -
A big warning to anyone who wants to install this program:
When you unistall it, it will delete whatever folder it was originally installed into, including any subfolders or files that preexisted the installation, permanently. So, if you install this into your base Falcon folder, uninstalling it will destroy your Falcon install, all saves, keys, etc, and they will be unrecoverable.
Maybe the devs might want to review the uninstaller, because it’s dangerous right now.
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Its an independent 3rd party editing tool and has no place in your sim-folder.
That makes as much sense as installing Teamspeak into the BMS folder just because one uses both together.You are not supposed to install it in your falcon installation or folder in the first place - OMG.
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First, this is the only time this has ever happened to me with any 3rd party software, so I don’t find that “you shoulda known better” a really strong defense, nor is this something that should be defended. The tool is awesome, and I’m very thankful for it, but the installer needs to be reconsidered or some line of its code needs to be fixed.
Didn’t install it into the Falcon directory. Installed it into a higher level folder I used to group all Falcon things together.
Games\F4\
In that folder was:
Falcon 4
Falcon BMS
Terrainfiles\ (looking at Balkans dds files but didn’t have the campaign installed)The terrain editor didn’t allow me to create a new folder, so I just plopped it into the F4 folder that housed everything else. Never occurred to me that this would be an issue, because in 2 decades of gaming and modding it never has been. I’ve done this probably over a hundred times with all sorts of third-party stuff. Uninstalling JUST takes out what was placed, and keeps any other files, including configs or saves that were created by the program (unless chosen in the uninstaller to be removed as well), sometimes even the folder itself remains despite being empty.
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@DNK: Thanks for pointing this out, for others to be careful when uninstalling. The logic behind this is simple. TerrainEditor while it’s running, it creates some temp files that can grow sometime quite big. If everything runs ok, and you shutdown the program correctly, these temp files are deleted but, if shutdown is not normal, these files can remain there (although they usually are deleted next time that the program is run).
I chose to delete everything on uninstallation in order not to have any chance in leaving behind some big files, occupying disk space doing nothing. Moreover, I believe that uninstalling a program means delete every trace of this program ever existed on your computer (tired of the habit of some programs, that after uninstalling them, they leave useless files and folders all over my computer). Given the continuous update of the program via autoupdate, it’s difficult to update the uninstaller so it only deletes the files that belongs to the program.
So, yes I confirm, uninstalling the program will delete the whole folder it was installed into, but I don’t consider that dangerous. IMHO, a user shouldn’t have anything to do with the program’s folder, either change something by hand or keep any other files/folders in it that don’t belong to the program.
That’s my opinion, as I said, and I don’t wish to debate it or argue with anyone. Thanks again for pointing this out, since I haven’t thought that something like that could happen, otherwise I would had warned everyone about this.
Maybe later, when I stop developing TerrainEditor and everything is not changed so often, I’ll make an uninstaller like you describe.
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Well, thanks for the reply. Gotta say I disagree with you on your perspectives on uninstallers, but just so long as people are aware of this issue, I guess I’d prefer it if you kept working on the tool itself, since that’s more important
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Monster
Not sure if you are following this thread anymore (I hope you are) but I have a question. First I am extremely new to terrain and theater design. I used your terrain tool to fix tiles in the theater, I saved the L2 but when I go into sim I cant see my terrain. What is the process for getting my new tiles into the theater
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@whitepony99:
Monster
Not sure if you are following this thread anymore (I hope you are) but I have a question. First I am extremely new to terrain and theater design. I used your terrain tool to fix tiles in the theater, I saved the L2 but when I go into sim I cant see my terrain. What is the process for getting my new tiles into the theater
Go to… terrain folder and delete:
TERRAIN.BIL
TERRAIN.HDR
TERRAIN.NRM
TERRAIN.SBI
TERRAIN.TIDWhen you start Falcon files will be rebuilt.
After that you should see your changes.
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Thanks worked like a charm
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With Terrain editor v.3.5.6
I created a new set of tiles and imported in tile palette and after positioned in the theater window as I proceed next?THanks
Striker -
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When I press the green button Save L2 nothing happens and the button is pressed
thanks again
Striker
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When I press the green button Save L2 nothing happens and the button is pressed
After you put a tile from the tile palette into the theater window, (drag&drop) the “Save L2” button becomes available.
Then press this button and the button will stay pressed as you said.So your change is saved, … watch time/ date of last change in explorer.
Cheers,
LS