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SidDogg

...Underground runways?

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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.

 

post-2412-082965000 1296849153.jpg

 

post-2412-087587600 1296849172.jpg

 

post-2412-024972200 1296849183.jpg

 

 

See what I'm saying? :dntknw:

 

What should I do?

 

 

 

SidDogg

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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

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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! :lol: )

 

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

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I've done all of that already.

 

but no matter what...it still sinks underground.

 

...maybe it's because i apply textures first? :dntknw:

 

I'll figure it out someday...

 

 

 

 

SidDogg

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Name=Slavens International PornPort

 

Hahaha...note to self, don't land there...not sure you would WANT to know what that place ships...

 

FC

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"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 ----> :suicide:

what I could use sometimes ---> :pope: (meaning, Divine Help!!)

 

wrench

kevin stein

Edited by Wrench

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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).

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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

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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 by SidDogg

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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.

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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? :dntknw:

 

 

 

 

 

SidDogg

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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.

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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

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yup, the _HM.bmps are ONLY requreies on sea or sea/land transition tiles (or rivers). Basically, anywhre there's water

 

wrench

kevin stein

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Ok. So I've tried all that...

 

...And things are beginning to look up. :good:

 

Not out of the woods yet, though...

 

 

 

 

 

 

SidDogg

Edited by SidDogg

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Looks good so far.

 

Keep us updated or Temporally Enlightened.

:good:

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yup,much better. but you need the airbase-to jungle transitions. not bad though, not bad at all

 

wrench

kevin stein

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Yeah, I see that.

 

...honestly, I'm getting into objects and TODs.

 

I might just put up a fence...

 

 

 

 

SidDogg

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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

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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 :lol:

 

wouldn't you like to know, though? :haha:

 

 

 

 

 

SidDogg

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...Oh Yeah.

 

One more thing.

 

 

...What is up with THIS???!!! :dntknw:

 

 

 

 

 

 

SidDogg

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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.

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...why yehs, yehs yehs it is. :yes:

 

i have been thinking of making transition tiles...

 

 

 

 

 

SidDogg

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...ahem. quick question.

 

 

do runway threshold numbers automatically texture themselves after the heading you put in the targets.ini?

 

 

 

 

 

SidDogg

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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

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