Guam Beta Release
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This is NOT for the feint hearted…I was TOTALLY amazed at the results:
Some points to ponder……
one this “technique” will remove the 4096 tile barrier in Falcon (just have to have a water tile or 12 of Ted’s ; )
two the L2 needs no elevation just zero.
three Falcon BMS and DX9c seems ATM to accept “Real World Coordinates” in the tools…Though I do not know how, ATM, this will effect the remaining Data i.e. ILS+Stations…etc.
I will find outVERY,VERY, tired demer
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Demer,
I don’t think we will ever find a “stopping point”, Crusty Bugger" syndrome I guess :).
Looks great for an island that caused so much grief.
Vags
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Demer your 2 last posts where totally non understandable by me.
What exactly r u trying to do?
Combine terrain with 3d object?
terrain l2 is low detail and you try to add a huge 3d object for more detail? -
Demer your 2 last posts where totally non understandable by me.
What exactly r u trying to do?
Combine terrain with 3d object?
terrain l2 is low detail and you try to add a huge 3d object for more detail?Hi Arty…lets try and think “Outside the Falcon Box” for a moment…WAY outside that box!!!
Initially my thought was, as you stated, to combine the terrain with the object. My concern was the AI not being able to TO\LAND.They did not do well when the model was combined with the terrain. They kept running into a “Mountain” so to speak. So I had to exploit the new carrier code a “Little” bit……LOL on the “Little”…!!!
I do not have the time ATM to help us understand but I will leave a hint:As far as the l2 is concerned,I have flatten it (all elevations to Zero). Using this technique for small island theaters for Single play should work. DUNNO for MP???..…it should as “it”,the model, is transferable.
U get it now???..if not let me know…
Crusty Bugger2
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get it?
lol
u r starting to learn I see,
a year ago:
https://www.benchmarksims.org/forum/attachment.php?attachmentid=23800&d=1423316044
https://www.benchmarksims.org/forum/showthread.php?25088-Ikaros433_v2_2&p=355214&viewfull=1#post355214two years ago:
Just a kind joke… more like a tease… don’t be so tired… u must do better, and faster. :lol:
Oh and totally flattening the l2 is wrong IMO.
U zero the hitbox and radius of the 3d model and underneath have the L2 but not come above the 3d model. That way AI will crash on terrain. With the 3d radius and hitbox crashing will be trouble for complicated 3d models. -
The idea is to make it LESS complicated……easy per se!
demer
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Dave, thinking way outside the box here. Could the wireframe have textures incorporated into it, say a green/brown background in the way you have been capable of adding textures directly to the 3D model? In this manner, we would only have to tile cities, water and some roads. Everything else would already be textured. Furthermore, bleeding between tiles would not be notifiable due to the wireframe already being coloured with a matching base. This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota.
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Dave, thinking way outside the box here. Could the wireframe have textures incorporated into it, say a green/brown background in the way you have been capable of adding textures directly to the 3D model? In this manner, we would only have to tile cities, water and some roads. Everything else would already be textured. Furthermore, bleeding between tiles would not be notifiable due to the wireframe already being coloured with a matching base. This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota.
Gavin,
That could be an approach to maintain some of the elements of terrain texturing as we use\apply it now.This concept does away with tiles outside of Water tiles completely……so…what does that solve??? It overcomes the 4096 limit. The textures I am using are from ALPHA Guam mash ups and are really small and pixalated, but still produce reasonable results for this test.If all the DATA comes together I will ask Vags to redo the BETA textures at a much higher Rez.
Most importantly to your post…“This would give us the ability to create a 128 segment theatre without exceeding out maximum tile quota”
Yes and no, there are only a few features we can use from old skool that span more than one tile\wireframe. That constraint seems to be removed in BMS. We will see in Hawaii……;)Going forward, I am pointing out the peninsula on Rota in this series of pix, the reason, we are now able, with this concept, to produce l0 type elevations in Falcon BMS :
Yeah I took the time to manipulate 1000 vertices just for this, it’s worth it me thinks.
NOW we might understand,
TIRED demer -
Sooo…I took a long flight in a TE @ 2AM today. RTB’d and guess what??? The island had moved away……Though I had set the Carrier Move Speed to 0 and removed it’s WP’s, I guess “SHE” decided it needed to be somewhere else…Oh Well…LOL!!! At least the AI wingy had the smarts to warn me he was returning to Alternate. Should have gotten a clue there.
So back to the future I went…using the l2 I stuck the feature (now a feature again) over the wireframe and adjusted its heights to match the AB. But this time I did not try to match the tiles to the texture. Instead I only Leveled the l2 Wire frame under the feature…the rest stay at 0.That is working now. BUT the ILS is again way off…later Nikos, me thinks I know why.
So going forward with the concept I have remodeled the feature a bit and included some more extreme elevation changes to see how “She” might render them in game.
Example here:I do believe I am in a Rabbit Hole with this and that others have tried, BUT I see success on the Falcon horizon soon……;)
Always walking forward,
demer -
So, we earn something and lose something else.
Why the damn ILS…. :rofl:
Nikos. -
RTB’d and guess what??? The island had moved away……Though I had set the Carrier Move Speed to 0 and removed it’s WP’s
It doesn’t matter what the Carriers move speed is. And for it to stay stationary, it needs one WP.
C9
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@Cloud:
It doesn’t matter what the Carriers move speed is. And for it to stay stationary, it needs one WP.
C9
OK Cloudini situation solved, thanks anyway.
Going forward we now have a flyable feature in Falcon……no you can’t Fly the feature, though in some past versions you could, as well as drop them as Bombs…ROTFLMAO!!!
BUT we can now TO\Land on the island. I choose Tinian for this experiment as we could never get the L2 to bend satisfactorily due to its extreme elevation changes in RL. It is mostly flat to the North but has some “Mountains” on the South end. So some examples of what demer is doing “Outta’ the Rabbit Hole”…AND Way outside the box…I mean WAY Way way outside the box…LOL!!!
Do not take the last Pic as what is going on in Guam. That was just a test to see how far we could take the concept if we wanted to……it took five days to get there…
Very tired, but delighted,
demer 828 -
So we have gone through the ropes with this concept, but it is now working in Game as it should.
Short explanation of “What in Sam Hill is demer doing here”!!! I ran across some tools\plugins recently that showed promise for Modelers in Falcon. I am not one of that group, I am a “Hacker” per se……(Thanks “U know who” for that moniker…U never knew what you had :rofl:)
What we now have in Falcon is Photo Real “Textures”, not tile’s, being used with Real Life elevated Features i.e. the RNWY mean ELV. is at 270 feet in RL with a variance of ± 50 feet (can be < if we want to spend the time ;)) with an adjusted L2 to correspond to the Land Mass Feature…dunno any other way to put it so we understand???
So some more pics to help us along with the exploitation……TeHeeTeHee:Ahem,B4 we say that demer has flattened Tinian again. NO he has not…the other Islands are L2 derivatives and are over scaled due to the L2 limitations in BMS.This is it in RL:
Top view is TinTin in Google Earth Real Life, middle is the PS file converted to 3DS, bottom is how Falcon BMS renders.
See??? or do I have to make OAHU in Hawaii come alive B4 we believe……LOL!!! Easily done now
EXTREMELY tired demer
P.S. Just a kicker to see what may be next with Falcon\DX9c…Hmmmm???
……BaWahaaHaaHaa…if we only had a canoe!!! Yeah Mike (Toonces) surf’s up!! Just gotta find where in the CODE this Abstract is called out or not…??? I’m pretty sure Gilman had them put it in there somewhere. Maybe under Sea manager BMS boys??? -
So TinTin now has a new “Face\Space” developing in Guam.
Wadda’ U mean now, demer??? I can hear it already……LOL!
Some MORE pics to explain I hope…In this Pic I am cutting into Falcon, Tinian, 100% PR texture (NOT A TILE) and 100% RL elevations. I have left some of the old L2 tiles and elevations for comparison (the squares).
As well mind the FPS.
The FPS has increased a lot. This is due to the PR tiling being removed from under the Feature. Remember what I stated years ago “Falcon prefers to load One tile and use it a million times instead of loading one tile and using it ONE time”. So this eliminates that from the equation.
Here is a pic to demonstrate:In this shot I am at ~ the same altitude\attitude as the first pic, but I have scrolled the camera to include Saipan, which is just…LOL!!! PR tiles (That we spent almost a year developing, and applying…Suks to be us) over the L2 wire frame.
At this point
We can see clearly the drop in FPS when we make her draw “one TILE One time”.
So how does all this “Fancy” stuff look to “Joe Pilot”…Pretty damn good…and with good FPS…;)!!!Whoops theres the PR tiles on Saipan popping in and sucking FPS.
Ahh…. all better now
Ummm…BTW I have Plugged a few “Landmasses” into some other theaters…guess what??? It works…
We have decided to release this “As Is” this Xmas…it will be released as “Developers” copy, no less\no more…PERIOD!
“To infinity and Beyond”
Buzz Light Year
a.k.a. Extremely, terribly and woefully TIRED
demer “828” or “Crusty Bugger”demer
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I stand on awe, sir, of your remarkable achievement and what it might mean for this OLD sim in the future. Today Guam……tomorrow, the world!
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Click, Click……BOOM!!!
nuf’ said >>>>>>>>>>>>>>>No joke tonight and extremely tired,
Enjoy!!
demer -
:mrgreen:
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if u touch the 3d object what happens?
How did u set it? U boom or pass through? -
if u touch the 3d object what happens?
How did u set it? U boom or pass through?Click, Click……BOOM!!!
edit: Here is a quick explanation: The 3D FEATURE sits atop the underlying wire frame. The underlying wire frame has tiles, in this case, very low resolution. Don’t need hi rez on the “Base” anymore, so to speak. The TILE’s are in a Water type set, hence when you “Run Into the Feature”……BOOM!!!
The ABASE, though it is in a Water type set, has a Plains AREA drawn on itAgain, I can try to explain it to you, BUT I can’t understand it for you,
demer -