FLOGGER23 Posted February 8, 2013 Posted February 8, 2013 That working as fast as we can, also true for the BN skin on my side :)
Centurion-1 Posted February 9, 2013 Author Posted February 9, 2013 Oh yes, I'm not naive about release dates. ASAP = As soon as possible. But the first version is mostly just Thirdwire assets + already released planes and skins. So I might go with the already released albeit slightly incorrect Su-20 if that means getting something out of the door faster for the community to play with, I favor an incremental approach, I does not have to be perfect for a public release. JonathanRL I think did this well, we got releases early and they spurred the development of further assets until there was a pretty damn complete package that adhers to his original vision. So, early version first with what I got (in 1980 neither the MiG-25 nor Mirage F.1EQ were operational). Then, for the next version, maybe the new Su-20 is ready, and maybe even the new Mirage F.1 and/or my MiG-25PD/RB. This certainly gives me incentive to work on those projects. Regarding the terrain Wrench, it is already very much good to go (thanks to you)! My visual tweaks will also be incremental but the basic tile changes are already 80% done. Then I will tweak it more and more for each version.
Wrench Posted February 9, 2013 Posted February 9, 2013 don't forget to put in the readme that I gave my OK ... just so the Admins are cool with it!! (there's a notification in the uploads instruction here to that effect) i'm looking forward to seeing what these changes look like close up!
Julhelm Posted February 9, 2013 Posted February 9, 2013 You need to have a lot more mountain tiles. Right now the tiling is much too apparent. 1
Centurion-1 Posted February 9, 2013 Author Posted February 9, 2013 Yeah I have noticed that too Jules, but I favor an incremental approach, so basic stuff before fancy pants editing. With the current system making really nice looking mountains is nigh impossible anyways, but I will try my best!
Stary Posted February 9, 2013 Posted February 9, 2013 or pick up different mountain tile for the err... mountain tile, as you use my Israel set there were some other too, this one you choosed had that prominent ridge featured in them, seen clearly when repeated
Centurion-1 Posted February 9, 2013 Author Posted February 9, 2013 Ah you meant the mountain tile, not the snowy ones Yes, I'll try some other tile to see if there is less repetitive-ness. BTW the TFD tool is awesome. Once I'm done with this imma gonna make me some islands for the archipelago in the Sweden map Is there anyway to edit the heightmap without losing resolution? Do i need TE for that?
Stary Posted February 9, 2013 Posted February 9, 2013 (edited) yes I did some experiments with that, resize the heightmap bmp (first you need to export it from TE menu) to x2 and add some noise to mountainous areas for example... then re-export, WHOLE SF2 map can be created in paint program, for those who were wondering. And yes, Gerwin did SUPER job on his tool Edited February 9, 2013 by Stary
Centurion-1 Posted February 9, 2013 Author Posted February 9, 2013 OK, is there really no resolution loss with import-export in TE? Seems a 256 color bitmap would not hold super much info, compared to say similar sized 16bit PNG? I tried it and the height was really different when I reimported after adding some noise. Need to test out some more i gather..
Brain32 Posted February 9, 2013 Posted February 9, 2013 Actually each of the 256 colors represents a height, I think that for TE difference between each height is 50m so that gives you 50*256=12800m height that being more than enough for any part of the Earth...
Stary Posted February 9, 2013 Posted February 9, 2013 but the engine wont handle Mount Olympus, there is some difference between physical bmp representation of heightmap output and the way engine renders it The way is to export/import the TE HM palette, and yes, it's still 256
Baltika Posted February 11, 2013 Posted February 11, 2013 (edited) Hi Centurion, Importing/exporting heightmap data can be done in TE, then the terrain resized in photoshop or whatever and re-imported to TE. Remember you have to set the [bitmapExport] and [bitmapImport] values in the TerrainEditor.ini file or you will get mountain peaks chopped off, depending on the terrain you are working with. These values should be calculated by measuring the maximum peak height on your map (in metres) and dividing by 256 to give the Heightscale= value. There will be some loss of detail, as TE can only read 256 height "steps." A higher Heightscale value will make sure you get all your high mountain peaks, but it will result in a loss of definition at lower altitudes. You can demonstrate this by creating a raw terrain from DEM data in TE, then exporting and importing the bitmaps in TE, and flying over mountainous parts of each version to see the difference in detail. To get Olympus in properly, I guess you would have to set the Heightscale value to 2917/256=11.39, then round it up to 12. Remember also, that in TE you can set the Heightscale parameter as a percentage of real life heights when translating raw DEM data into a terrain heightmap. I tend to fix it at 110 or even 120% of real life, as it makes mountains that little bit more mountainous for game purposes. Hope that helps. Slainthe! Baltika PS, for a detailed discussion of how all this works, see this thread:- http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=14&t=7393 Edited February 11, 2013 by Baltika
Centurion-1 Posted February 12, 2013 Author Posted February 12, 2013 Thanks for the tip Baltika, seems it might be a bit out of the scope of this mod, for now at least. The thing is, if eliminating the jagged airbase edges means losing definition otherwise, I might have to live with the airbase edges. I wish there was a fill function in the TFD editor, would make editing large areas a lot easier. Also, there are two problems with my current map: On some tiles, mostly the mountain ones, the trees are flying. Why? Then, there are visible borders between water tiles even though they are the exact same water color, seems to be related to the water normalmap somehow, there was discussion about in the ODS thread but didn't really understand it.
76.IAP-Blackbird Posted February 12, 2013 Posted February 12, 2013 I can offer one thing, Morteza, the iranian guy, asked me to add some RWR recievers to the Iranian F-5 Tigers, feel free to use this mod when its done. But, dont we already have a RWR receiver F-5Tiger?! Couldnt start on it yet due to real life stuff 1
morteza1374 Posted February 12, 2013 Posted February 12, 2013 I can offer one thing, Morteza, the iranian guy, asked me to add some RWR recievers to the Iranian F-5 Tigers, feel free to use this mod when its done. But, dont we already have a RWR receiver F-5Tiger?! Couldnt start on it yet due to real life stuff Blackbird is right I'm working on F-5EZ (Azarakhsh) I have all things done And now I just need RWR receivers Blackbird told me I'm going to build them but He don't until now This is the pics of my F-5EZ: About shelters Centurion-1 Am I send you the pic? And a thing is that Iranian F-14's skin was varied that time They like TMF F-14A IRIAF not that you use The skin you are using is very light And I know that there is a F-5N with RWR but F-5EZ is different
Wrench Posted February 12, 2013 Posted February 12, 2013 On some tiles, mostly the mountain ones, the trees are flying. Why? happens a lot on terrains built with the derst (SF1) TE do this in the data ini: [AlphaObjectTextureMaterial] EffectShaderName=xxterAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE comment out the fx line I wouldn't worry about the shelters ... this is where some peoples lack of understanding of the mechanics fo the game hurt things. those would have be NEW 3d objects (terrain objects), bult in MAX, exported, skinned and then hand-placed on the map like every other of that type of object. when I rebult it, it's a accurate as possible to Real World as the game engine (allows). And the crappy tile system.
FLOGGER23 Posted February 13, 2013 Posted February 13, 2013 Update, still a lot to do :) please let me know what it needs to be changed besides the shininess :)
76.IAP-Blackbird Posted February 13, 2013 Posted February 13, 2013 Uh Sadam is coming, looks great ;)
FLOGGER23 Posted February 13, 2013 Posted February 13, 2013 And i haven't forgot about this ones too :) 2
Centurion-1 Posted February 13, 2013 Author Posted February 13, 2013 Looking good Flogger! Some weathering and dirt and it will look great! The BN looks awesome! Got any ETA on that one? Morteza thx for the info, right now I might not be able to change map objects, maybe further down the road once more pressing issues are out of the way. Yeah Martin anything relating to IRIAF or IRAF is welcome Wrench I'll try to comment out that and see if that fixes it.
FLOGGER23 Posted February 13, 2013 Posted February 13, 2013 BN is the slowest one but you will see her flying soon, Fitter weathering is ready the pic was a teaser, today, if i finish it, you will see her complete.
paulopanz Posted February 13, 2013 Posted February 13, 2013 This plane is a real nightmare to skin and without my very friend Spillone104 I'ld never complete this job ..... I hope You like it. 3
Centurion-1 Posted February 13, 2013 Author Posted February 13, 2013 Awesome Paulo, cant believe you did it so quick! For some reason that camo makes it look like an Italian WW2 bomber Enoc good to hear, looking forward to it! Here is something you might see over Iraqi skies at some point: 5
paulopanz Posted February 13, 2013 Posted February 13, 2013 Fantastic! (we don't need Exp.3) [remember to add pilot seat] I did it using great painting guides by Alex.
Stratos Posted February 13, 2013 Posted February 13, 2013 Will all the new planes use decals for markings?
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