+SidDogg Posted February 4, 2011 Posted February 4, 2011 Hello, All. I've got a question... It's been a while since I last messed with TE. So I made a terrain from DEM files, and it went well so far. ...Until I placed airbases. everything is there and tiled, but in-game... ...well, I'll just show you. See what I'm saying? What should I do? SidDogg Quote
krfrge Posted February 4, 2011 Posted February 4, 2011 SidDogg, If you open TE, select cities, it brings up a listing of all the cities / airfields. Recommend you set your airfield perimeter to 6 km diameter. Then make sure the airfields are leveled. Kindest regards, KRFRGE Quote
Wrench Posted February 4, 2011 Posted February 4, 2011 actually, I'd use 5; seems to work a little better. The Level Airfield function can REALY f*** thing things up fast, expeically when near coastllines and in mountainous regions. Rule of Thumb that I've found -- one tile inland from the sea/land transitions for airports. Lessens the chance for "water humping" (i'm sure you Navy guys are familiar with that! ) typical citylist.ini entry, for an airport: [City00**] Name=Slavens International PornPort TextureType=3 Randomness=0 PositionX=123.000000 PositionY=456.000000 Width=5.000000 Height=5.000000 HasAirfield=TRUE wrench kevin stein Quote
+SidDogg Posted February 4, 2011 Author Posted February 4, 2011 I've done all of that already. but no matter what...it still sinks underground. ...maybe it's because i apply textures first? I'll figure it out someday... SidDogg Quote
FastCargo Posted February 4, 2011 Posted February 4, 2011 Name=Slavens International PornPort Hahaha...note to self, don't land there...not sure you would WANT to know what that place ships... FC Quote
Wrench Posted February 5, 2011 Posted February 5, 2011 (edited) "Toys and Videos" I heard they were trying to negotiate a 100 year contract with FedEx. ======= Sidd, you HAVE to texture the region first, setting up the airbase tiles (if available/used -depending on which tileset. VietnamSEA nd GermnayCE have AB tiles. Desert does not) Place runway via targets ini, check in game THEN flatten. Trust me on this; it's what I do every damn day!! (me every day ----> what I could use sometimes ---> (meaning, Divine Help!!) wrench kevin stein Edited February 5, 2011 by Wrench Quote
Lexx_Luthor Posted February 5, 2011 Posted February 5, 2011 I've seen terrain overlaying airfield LODS, and it may be the airfields are not placed right. Wrench, maybe this is related, but, have you ever seen the CityList and Targets airfield coordinates not matching? I mean, they can differ by 1km to get the airfield to be centered in the airfield tile, at least with even numbered kilometer size tiles. I've only ever used 2km and 4km tiles. I was just experimenting with 5km tile sizes, and for the first time, the coordinates match perfectly, without one or the other needing offset. I wonder if 3km would be the same (3km is a nice compromise between 2 and 4 kms). Quote
Wrench Posted February 5, 2011 Posted February 5, 2011 have you ever seen the CityList and Targets airfield coordinates not matching? NOT on any of my terrains! Even if I have to reuild the list from scratch wrench kevin stein Quote
+SidDogg Posted February 5, 2011 Author Posted February 5, 2011 (edited) Hey. I found out something new. Has anyone ever had the height map pop up in squares in-game, like a grid? they look like trenches in between the squares. Kind of like little Hershey's bar pieces... You can actually see it in the third screenshot, where the hangars are at... SidDogg Edited February 5, 2011 by SidDogg Quote
Lexx_Luthor Posted February 5, 2011 Posted February 5, 2011 Sid, poast your TE config file preceding the [...Material] sections. And, poast the first [paragraph] of your terrain DATA file. Don't poast the whole things. Quote
+SidDogg Posted February 5, 2011 Author Posted February 5, 2011 TE Config ============================================ [TerrainEditor] SaveDirectory=Save BrowseDirectory=.. DEMDirectory=GTOPO30DEM SystemDirectory=System TerrainEngineDLL=TerrainEngine.dll GraphicsEngineDLL=GraphicsEngine.dll TextureListFile=TextureListWOE.ini CityListFile=CitiesWOE.ini [DEMImport] Size=1000 Resolution=1 Longitude=2.5000E Latitude=59.0000N MapScale=100 HeightScale=100 [HeightMap] MinLandHeight=1 [bitmapExport] HeightScale=10 [bitmapImport] HeightScale=10 MinLandHeight=1 [HeightMapColor] WaterColorRed=0 WaterColorGreen=0 WaterColorBlue=192 LandColorRed=96 LandColorGreen=160 LandColorBlue=96 MountainColorRed=96 MountainColorGreen=64 MountainColorBlue=48 [NewTerrain] MapSize=1000 HeightMapResolution=500 TileMapResolution=2000 [FractalGenerator] Scale=0.500000 Frequency=0.001700 [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 ------------------------------------------------------------------------------------- Terrain DATA ==================================================================== [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 ...what gives? SidDogg Quote
Lexx_Luthor Posted February 5, 2011 Posted February 5, 2011 mmmmm Looking real quick, just woke up. Try... [DEMImport] : : Resolution=2 : : Not sure exactly what that is. I use 2. I gotta rush off, I'll look again tonight. Later Sid, are your airfields centered in the airfield tiles? Check this by running the game *without* transition tiles -- just the basic full up square tiles -- and look at where the airfield is in the tile. Quote
+Gepard Posted February 5, 2011 Posted February 5, 2011 i guess that you has set the airfields on tiles which are connected with HM highmaps. For instance from Desert terrain: [Texture015] Filename=desert1.BMP HasWater=0 HeightMap=desert1_hm.BMP HeightMapScale=25.00 <============= This is the factor Color=0.858675,0.710850,0.489428 SolidObjectTexture= AlphaObjectTexture= For airfields you should use airfield tiles which are completly flat and use no HeightMap. example [Texture075] Filename=Feldflugplatz.BMP HasWater=0 Color=0.802990,0.718014,0.498907 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA Quote
Wrench Posted February 5, 2011 Posted February 5, 2011 yup, the _HM.bmps are ONLY requreies on sea or sea/land transition tiles (or rivers). Basically, anywhre there's water wrench kevin stein Quote
+SidDogg Posted February 5, 2011 Author Posted February 5, 2011 (edited) Ok. So I've tried all that... ...And things are beginning to look up. Not out of the woods yet, though... SidDogg Edited February 5, 2011 by SidDogg Quote
Lexx_Luthor Posted February 5, 2011 Posted February 5, 2011 Looks good so far. Keep us updated or Temporally Enlightened. Quote
Wrench Posted February 6, 2011 Posted February 6, 2011 yup,much better. but you need the airbase-to jungle transitions. not bad though, not bad at all wrench kevin stein Quote
+SidDogg Posted February 6, 2011 Author Posted February 6, 2011 Yeah, I see that. ...honestly, I'm getting into objects and TODs. I might just put up a fence... SidDogg Quote
Wrench Posted February 6, 2011 Posted February 6, 2011 white picket??? barbed wire??? Brick?? so, what part of the world is this?? Look's like Stary GH3 tiles, so that points to a tropical/semi-tropical environemt. (sad, ain't?? I spent so much time the TE, I can tell ALL the tiles apart from each other!) wrench kevin stein Quote
+SidDogg Posted February 6, 2011 Author Posted February 6, 2011 white picket??? barbed wire??? Brick?? so, what part of the world is this?? Look's like Stary GH3 tiles, so that points to a tropical/semi-tropical environemt. (sad, ain't?? I spent so much time the TE, I can tell ALL the tiles apart from each other!) wrench kevin stein ...nope. not Green Hell wouldn't you like to know, though? SidDogg Quote
+SidDogg Posted February 7, 2011 Author Posted February 7, 2011 ...Oh Yeah. One more thing. ...What is up with THIS???!!! SidDogg Quote
+Gepard Posted February 7, 2011 Posted February 7, 2011 Questionn for understandig the problem: Do you had tried to make a 100% scale terrain when this blue ribbon appeared? The airfield tile, Wrench mentioned, looks to me like Feldflugplatz.bmp. Quote
+SidDogg Posted February 7, 2011 Author Posted February 7, 2011 ...why yehs, yehs yehs it is. :yes: i have been thinking of making transition tiles... SidDogg Quote
+SidDogg Posted February 7, 2011 Author Posted February 7, 2011 ...ahem. quick question. do runway threshold numbers automatically texture themselves after the heading you put in the targets.ini? SidDogg Quote
Wrench Posted February 7, 2011 Posted February 7, 2011 well, yeah, as they're referenced in the LOD. They don't change, regardless of runway facing. So, your 180/0 runway facing 270 will have the wrong compass headings on the thresholds. Just ignore them; everyone else does! wrench kevin stein Quote
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