Jump to content

Stary

MODDER
  • Posts

    8,500
  • Joined

  • Last visited

  • Days Won

    100

Everything posted by Stary

  1. you can export HFD data from Terrain Editor as green to orange bitmap and use it in MAX to create mesh displacement, been there done that, texturing is the completely other thing as now it's apparently shader based. When I'll be back home I want to test few ideas myself regarding texturing
  2. That makes two of us, all the cracking the new stuff excitement frustration aside. Ale, TK released the CAT extractor yesterday (but it doesn't "see" and do not extract LOD files)
  3. I'm in the other home, but back in the first place I'll concentrate on cracking the terrain format... that after this weekend I guess
  4. Su-7 BMK cockpit uploaded by Kukulino (where are you brother!?) based on Su-15 Flagon one, early 2008 upload
  5. 5000? not 50000? Hmmm must check.The worst thing I'll have access to only XP/Dx9 old system next days, geeez talk about bad luck!
  6. yes but max crashes on export, reason unknown, I tried to keep around 20000 polys per part edit: of course when things are getting really interesting I have to go out for few days will be back around Sunday, have fun guys!
  7. dunno, I put simple green and orange texture from heightmap onto it, to my suprise ingame mesh looks like you see on screens above, notice those rocky surfaces on steep slopes. edit: seems there is no collisionmesh so far... will digg
  8. seems there is poly limit per terrain mesh, that's why it looks cut (3D is complete "island") there's something like auto-texturing, seems shader-based, dependant on slopes, height etc do I have a cookie?
  9. first in SF2NA custom map is here: of course land mesh doesn't show somehow yet
  10. asked the man about some terrain creation tooltips/info, I guess I won't ever have an answer
  11. seems we can kiss our sorry terrain modding a**es goodbye babe!
  12. just now noticed... locked locked locked...
  13. anyone found where .FX shaders are..? used to be in FlightData.Cat, I hope TK haven't locked them too I'm doing some experiments in max, with 1000x1000 km mesh for water, and independent one for test island
  14. good call on blending, chunks are 266 as per list in data.ini I'm getting something in max... water is independent mesh, so is land
  15. From Iceland_data.ini: [Mesh001] Filename=i012_032.LOD Position=240000.0000,624000.0000 [Mesh002] Filename=i013_029.LOD Position=259200.0000,566400.0000 [Mesh003] Filename=i013_032.LOD Position=259200.0000,624000.0000 [Mesh004] Filename=i013_033.LOD Position=259200.0000,643200.0000 [Mesh005] Filename=i013_034.LOD Position=259200.0000,662400.0000 [Mesh006] Filename=i014_028.LOD Position=278400.0000,547200.0000 [Mesh007] Filename=i014_029.LOD Position=278400.0000,566400.0000 .... This means mainland mesh is made of many individual meshes (size unknown) and these are referenced in the terrain data.ini I guess the names of LOD files are same as map grid, which would point to them being chunks 10x10 or 100x100 kilometers in size
  16. DO NOT try adding to your favourite terrain.ini TerrainType=LOD_BASED ...or go ahead, add that NavalMap=TRUE works on Formosa, but I don't know exactly what it does
  17. [TargetArea055] Name=Soltsy-2 Air Base Position=1836338.8,778392.3 ActiveDate=0 Location=2 Alignment=ENEMY OffMapAirBase=TRUE
  18. Iceland data... [TerrainData] MapWidth=1000000.0 MapHeight=1000000.0 MeshSize=19200.0 [shader001] NodePrefix=w Shader=iceland_WaterEffect.fx Specular=0.8 Glossiness=0.40 ReflectionStage=1 [shader002] NodePrefix=l Shader=iceland_TerrainEffect.fx Specular=0.1 Glossiness=0.20 [shader003] NodePrefix=t Shader=iceland_TargetAreaEffect.fx Specular=0.1 Glossiness=0.20 [WaveMesh] Filename=iceland_waves.LOD Shader=iceland_Waves.fx VertexSpacing=20.0 MaxVisibleHeight=800.0 [TreeMesh] Filename=iceland_trees.LOD Shader=iceland_Trees.fx MeshSize=4000.0 MeshCount=2 MaxVisibleHeight=10000.0 [FoilageMesh] Filename=iceland_foilage.LOD Shader=iceland_Foilage.fx MeshSize=500.0 MeshCount=1 MaxVisibleHeight=1000.0 [DefaultMesh] Filename=iceland_water.LOD [Mesh001] Filename=i012_032.LOD Position=240000.0000,624000.0000 [Mesh002] Filename=i013_029.LOD Position=259200.0000,566400.0000 [Mesh003] Filename=i013_032.LOD Position=259200.0000,624000.0000 [Mesh004] Filename=i013_033.LOD Position=259200.0000,643200.0000 [Mesh005] Filename=i013_034.LOD Position=259200.0000,662400.0000 [Mesh006] Filename=i014_028.LOD Position=278400.0000,547200.0000 [Mesh007] Filename=i014_029.LOD Position=278400.0000,566400.0000 [Mesh008] Filename=i014_032.LOD Position=278400.0000,624000.0000 [Mesh009] Filename=i014_033.LOD Position=278400.0000,643200.0000 [Mesh010] Filename=i014_034.LOD Position=278400.0000,662400.0000 [Mesh011] Filename=i014_035.LOD Position=278400.0000,681600.0000 [Mesh012] Filename=i015_028.LOD Position=297600.0000,547200.0000 [Mesh013] Filename=i015_029.LOD Position=297600.0000,566400.0000 [Mesh014] Filename=i015_030.LOD Position=297600.0000,585600.0000 [Mesh015] Filename=i015_031.LOD Position=297600.0000,604800.0000 [Mesh016] Filename=i015_032.LOD Position=297600.0000,624000.0000 [Mesh017] Filename=i015_033.LOD Position=297600.0000,643200.0000 [Mesh018] Filename=i015_034.LOD Position=297600.0000,662400.0000 [Mesh019] Filename=i015_035.LOD Position=297600.0000,681600.0000 etc
  19. You haven't seen how ARMY looks then j/k
  20. From IcelandNA.ini: MagneticVariation=-20 NavalMap=TRUE TerrainType=LOD_BASED
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..