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Posted

I'm cobby on Sim-Outhouse, but I just joined to download models and repaints for FS2004, so I've only made the one activation post so far.

 

I think OvS made the best comment on the Sim-Outhouse thread. I have my own pet subject that I think should be made into a game. Well, actually, it does sort of exist as a campaign/mod for European Air War, but that's all, as far as I know.

 

As for donations, I did seriously consider buying a The Black Dog CD (Bytes) a while back, when I was just a lurker, but didn't make the plunge, and then sort of forgot about it till now. CDs are no longer an impulse buy for me. But I will reconsider now. I'm rather fond of electronica, although I'm not familiar with much beyond Kraftwerk and New Order (which is more of a rock/electronica hybrid).

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Posted

To get a bit more off topic, I'm a straight classic rock man myself. Ac/Dc, Skynard, Led Zep, Van Halen,etc... And yes, OvS did make the best comments. I knew that thread was a good idea.

Posted

@Buddywoof sure, please feel free to find out. if they allow it to be used on noncommerical projects,

i'd be well up for including it. (if my monkey brain can figure out how to incorporate it properly).

 

@merlion cheers dude, but i get a few pennies on that album.

if you purchase the latest one "silenced", i might get a pair of socks out of it.

but at the moment i have everything i need. kind thought though. appreciated.

 

@catch hi catch.. nice to see you about.

 

contrailtest.jpg

test.. 20x bots... flying around at jet speed = 60+ fps.

amazing, because the planes are unoptimised with no LOD.

early days, but eternally optimistic.

 

thanks everybody.

 

:yes:

Posted
wait, we have flying ai now?

yes we do....along with paged terrain, and the ability to incorporate stuff like TrackIR.

 

the downside of the engine switch, is that the work i did on the campaign module and personality system goes out

the window, and we have to start again from scratch. quite a few models are 'broken' too. it was a dilemma... whether

to sit out the delays with BV, and hope they would sort out the terrain and AI.... or switch to an engine that was unfamiliar,

but could deliver. once i'm familiar with the new scripting language, hopefully chunks of the code will port across easily. a

lot of it came from C++, anyway. Torque TGEA has it's own problems, but it has shaders, source code, and can deliver a

fast paced multiplayer game. (which is what i set out to do originally).

 

@buddwoof cheers... what i meant was i'm a novice coder. not a great expert. as i understand it, any fool can

compile in a library or SDK, but the skill comes in exposing the functions to script. it's an area where i'd have to be

reliant on other people for advice/help, so i can't give you a definite answer. if it's possible, then yeah, sure... gladly.

cheers for the assist.

Posted

Is this the free engine you talked about? If it is then I'll see if I can give you a hand with the coding and fixing the models. You may need to teach me though. :biggrin:

Posted
Is this the free engine you talked about? If it is then I'll see if I can give you a hand with the coding and fixing the models.

 

Hi Justin... no it wasn't free.. but when it's compiled, it can be given it away for free.

if somebody has a TGEA license, i can legally share code wiith them, but most people

will be using the .EXE. (everything that is in the .EXE can also be reachable by script).

 

what's 'broken' is some UV texture mapping, not the geometry... but that can be fixed later.

and as you said, there are probably too many planes to start off with, anyway.

Posted (edited)

WOW! :shok: This looks great! Since I have no skills useful to you (other than researching - I also have a decent library), I can only offer testing help. BUT if DIF has the "feel" or "soul" as others have put it, of RB3D or Orgin's Wings of Glory, I'll happily PAY for it - and I'm sure others will too. That's the thing I miss about most sims. The feeling that you're part of a story. I still vividly remember (towards the end of WoG) when "my" nemesis flew over "my" best friend's funeral & dropped the challenge note. That was good stuff. I've played a lot of flight sims since the original Flight Simulator & I love the TW series, but some storytelling would add so much more. I've even thought about making some cut-scenes (with the UnrealEngine, of all things - it's the only one I know how to work with) just for my own fun, but that's TOTALLY impractical (particularly if you have no talent for programming, like myself LOL) With a dynamic campaign, there's not much one can do... Unless you have cutscenes that are triggered by certain events. But then you have to have certain parts of the campaign scripted & that's a mess I just don't have time for.

 

Sorry, way off topic! LOL

 

Anyway, great job! And good luck! I can't wait to play it.

Edited by RunsWithScissors
Posted
I have great news from Natural Point.

 

wow. thanks for sorting that out, BuddyWoof

it's very generous of them to help out a non profit making project.

much appreciated.

 

screen size....

TGEA allegedly supports "whatever your monitor and video card can handle".

i can't test that out myself (max rez 1280x1024), but i think you should be OK.

 

 

cheers..

ken

Posted
With a dynamic campaign, there's not much one can do... Unless you have cutscenes that are triggered by certain events.

 

Hi RunsWithScissors...

i don't think a dynamic campaign is too far removed from a paper and pencil RPG.

there's random dice, encounter tables, and the pilot's reputation/renown/personality.

NPC squadmates should have a life of their own, getting into scrapes, promoted,

wounded, shot down, etc.. and that kind of book-keeping/story-telling doesn't need

any graphics at all.

 

RB3D keeps things interesting with videos, news headlines, and intelligence briefings based on events,

and the date. that kind of system is achievable, but full-on scene cinematics is a job for a person in itself.

 

careful with the sharp bits (when running).

 

cheers..

Posted
I'll help you test this widescreen mode when you are ready to share your beta.

cheers.. information is a bit sketchy, but it appears you can console..

ListResolutions(); ...and you'll be able to set widescreen sizes.

Posted
cheers.. information is a bit sketchy, but it appears you can console..

ListResolutions(); ...and you'll be able to set widescreen sizes.

 

 

Hi,

 

I'm new to combat ace so I don't really know how to use the forum's!

 

I just looked at this forum about ''down in flames'' and am really exited about it, I'm a big fan of red baron and there hasn't been a ww1 sim like it since!! Down in Flames sounds like it may be cool!!

 

Is there any important info about obtaining it if it is released?

First eagles was so disappointing!!

 

Cheers Geoff

Posted
Is there any important info about obtaining it if it is released?

 

Hi Geoff... thanks for dropping by...

no, it'll be a free download. hopefully from somewhere where

you won't have to register, or jump through hoops to get at it.

 

i'm hoping to have a public beta out before the final release.

but that's still quite some way off, what with the engine switch,

and all..

 

cheers for your interest though.

  • 2 weeks later...
Posted
cheers Gr.Viper. i don't know about the size yet.

 

:dntknw:

 

looks great sofar kendo, I am a fair hand at skinning and i am relearning "blender" (3D modeler program) I am also not bad with making websites, if think of anything let me know I would love to help

 

S!

Posted
what program are you using to make the models? and do you need more model'ers?

 

Hi JG6_oddball,

 

thankyou for the kind offer. I use Lightwave 8.5 (because i enjoy it), but other people don't have to.

it doesn't have to be planes. all sorts of stuff is needed. I don't know if Blender objects will convert

to Lightwave (so i can add player/gun/mount points, etc), but i do know that theres a Torque exporter

for it. I'll look into it for you.

 

my own stuff is in .LWO format. if you can convert that into something that can be skinned properly (or more easily,

shall we say), the engine supports skin swapping natively (after the model has been converted over to the Torque

.DIF format). i'm totally aware that my own attempts at UV mapping are amateur, but they're serving fine as placeholders

for the moment.

 

i would gladly welcome help from any artist or coder.

full credit will be given to anybody involved.

 

 

cheers..

Posted
Hi JG6_oddball,

 

thankyou for the kind offer. I use Lightwave 8.5 (because i enjoy it), but other people don't have to.

it doesn't have to be planes. all sorts of stuff is needed. I don't know if Blender objects will convert

to Lightwave (so i can add player/gun/mount points, etc), but i do know that theres a Torque exporter

for it. I'll look into it for you.

 

my own stuff is in .LWO format. if you can convert that into something that can be skinned properly (or more easily,

shall we say), the engine supports skin swapping natively (after the model has been converted over to the Torque

.DIF format). i'm totally aware that my own attempts at UV mapping are amateur, but they're serving fine as placeholders

for the moment.

 

i would gladly welcome help from any artist or coder.

full credit will be given to anybody involved.

 

 

cheers..

 

blender will do LWO, i am having trouble finding out whether it will do DIF, I saw something about blender to .map to .dif but I will have to check some more on that. What is your most pressing need right now?

 

S!

Posted

Hi JG6_oddball,

 

blender will do LWO

great news! will it handle multi-layer objects, or does it require everything to be squished flat, like an .OBJ ?

 

i am having trouble finding out whether it will do DIF, I saw something about blender to .map to .dif but I will have to check some more on that.

I haven't messed with .DIFs at all yet. reading up on it, a lot of people seem to prefer using .DTS for buildings (if they are not going to be entered).

GG supply a free tool called 'constructor' which is apparently easy to use, but i've been concentrating on moving .DTS objects. if blender can pump out .LWO...

the torque LW exporter is supposed to be the easiest, and provide the best results. sounds like we have a pipeline which could work both ways. sounds good..

 

What is your most pressing need right now?

good question. big question.

 

on the 'art asset' front, i have pretty much all the placeholders i need to get things rolling.

i do need to make a vehicle webpage to show people whats made and what needs doing.

and as you pointed out, the project needs a website overhaul.

 

at present... anything people supply would be gratefully recieved.

 

there are a lot of strands to tie together... and you're right, i should sit down

and consider what my most pressing need is. right now, today, i'm attempting

to marry these together with the heightmapped terrain. then i'll have a proper map

that can be stocked with towns, villages, airfields, and other geographical details.

 

740x850km dem data

hmtest.jpghmtest2.jpg

 

regards.

ken

Posted
Hi JG6_oddball,

 

great news! will it handle multi-layer objects, or does it require everything to be squished flat, like an .OBJ ?

 

Blender has Advanced Imaging system featuring MultiLayer image read/write integrated in all editors and Flipbook playback for compositing, sequences or movie files. this page you might find interesting

http://www.blender.org/features-gallery/fe...feature-videos/

 

I haven't messed with .DIFs at all yet. reading up on it, a lot of people seem to prefer using .DTS for buildings (if they are not going to be entered).

GG supply a free tool called 'constructor' which is apparently easy to use, but i've been concentrating on moving .DTS objects. if blender can pump out .LWO...

the torque LW exporter is supposed to be the easiest, and provide the best results. sounds like we have a pipeline which could work both ways. sounds good..

 

A set of python scripts that allows one to export Blender Scenes to Torque .DTS Shapes. More info on Torque can be found at: http://www.garagegames.com/mg/projects/torque1. another interesting blender page

http://www.blender.org/download/python-scr.../import-export/

 

good question. big question.

 

on the 'art asset' front, i have pretty much all the placeholders i need to get things rolling.

i do need to make a vehicle webpage to show people whats made and what needs doing.

and as you pointed out, the project needs a website overhaul.

 

This is one of my websites, www.jg6.net it is a generic CMS using a premade skin with a forum, I can set up a simple site like this with a custom skin for you if you like, , I will look into regestering DIF or downinflames .com.org.net....etc

at present... anything people supply would be gratefully recieved.

 

there are a lot of strands to tie together... and you're right, i should sit down

and consider what my most pressing need is. right now, today, i'm attempting

to marry these together with the heightmapped terrain. then i'll have a proper map

that can be stocked with towns, villages, airfields, and other geographical details.

 

740x850km dem data

hmtest.jpghmtest2.jpg

 

regards.

ken

 

I found this site thought it would be good

http://www.trenchmap.com/

Posted

Hi JG6_oddball,

 

A set of python scripts that allows one to export Blender Scenes to Torque .DTS Shapes.

here is the latest version ----> Blender DTS exporter

 

I can set up a simple site like this with a custom skin for you if you like

cheers... the space i'm renting has a simple forum, with a mySQL backend.

combatAce has been a great place to meet likeminded people, but i guess

the talk is veering more towards the technical end of the spectrum now, and

a new place is needed. if the inbuilt forum turns out to be useless, i'll take

up your kind offer.. thanks.

 

I found this site thought it would be good http://www.trenchmap.com/

fantastic resource. says it took 4 years to collate it. i'm definitely going to save up for it.

in the meantime, DEM geographical data is free, and i have all the period maps, books, and diagrams i could ever need.

it would be lovely to see everything in full 3D context, but theres so much data on the DVDs, i could

see months being soaked up just looking at the details. it also doesn't contain the Italian front.

 

lmitalian.jpg

 

cheers..

ken

Posted

perhaps I could be something like a project manager, let me know where you are at what you need and a list of the people who want to help and I will coordinate the remaining tasks, you said you have rented a site with a SQL database, i will make the site for you and then back it up and e-mail it to you if you want .

 

 

S!

Posted
perhaps I could be something like a project manager, let me know where you are at what you need and a list of the people who want to help and I will coordinate the remaining tasks

 

that would be a great help, thankyou. i'm the world's worst organiser.

 

i'm slowly getting up to speed with torque. give me a couple of weeks to bundle things up, and i'll mail you what i have.

the models are converting over fine, in (roughly) an hour. and i'm getting a better feel for the engine's capabilities.

starting out from the beginning again was scary, but i'm glad i did it now.

 

cheers..

 

ken

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