

spooks2k1
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Black Shark, A-10 and Land Maps...
spooks2k1 replied to NineLine's topic in 3D Modeling for DCS World
I was about to ask the same question, this would be reassuring to know at the very least. I have been working on some tutorial videos for land creation, (thanks to all the help and advice I accumulated in the Scenery Tools thread), but I'm not sure whether to continue/complete them If the creation process has changed. -
All very sensible/logical questions, dead-end is probably the best way to describe this process. There is currently no way you will ever be able to complete a usable finished terrain mod for this game. Hopefully a DCS / FC2 compatibility patch and relevant plugins will be released some time in the future, without those there is no point in terrain modding. I too have stopped all work on terrain and hope my current terrain can be used with the new plugins/format (if they are ever released)
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Ah well, I've spent a few hours scouring the forums and it seems currently there is no access to editing the ME layout, so I see no point in spending the time building a road network I can't use, or see. The guys over in the Russian forum seem to be on to it, talking about some .dll or other. I've edited the ME relief png's to display terrain so zooming in and using waypoints seems a better (and less work) way to go. Thanks for the help, at least I understand the export process now.
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Yup, it works, I was using wrong export method. :doh: Is it possible to get my roads showing in the ME ? I looked at \BlackShark\data\map and found roads.bin, I'm assuming this contains road network info for the ME (and the Abris for Black Shark.) This might explain why it was completely re-written. And as far as i can tell there is no way to edit the ME at all, other than replacing the \BlackShark\data\map\relief png's to match your terrain.
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Yeah I meant Create Roads Splines by "Convert to Road". I think my mistake was exporting .rn2 via MaxRoadExport instead of saving via MaxExportRoads ? I'll build a bigger road network and try it again later. thanks
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Here's the max file I'm experimenting on, a simple 16 x16 grid and one spline for road. The export process seems to work ok, but I can't see my road in game. Thanks for looking. F_04.rar
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No need, I just fired up Max and this time it worked :confused: Create splines, Convert to Road, Put down to surface, I must have tried it a hundred times yesterday. It seemed to export OK, I added this to assemble scenes road = "Bazar\\Terrain\\Roads\\Roads.rn2"; I see nothing in game, but at least we're on the right....road :D
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I've tried that already , it breaks the corners, BAD_SECTION
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Road creation works fine on a spline with all the vertex on z level, but after I "Put Down" to surface it doesn't build the road properly. In my second screenshot the little spline you see is all that is created "After" I have put own to surface. There are many buttons and plugins concerning roads, it would be helpful to know which ones to use and in what order.
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Ah right, the first thing i did was import the roads.rn2 file from the game to check out how it should look. All separate splines and nice neat curves. My workflow is currently, 1. Create spline and "Put Down" to surface 2. Using "Spline Edit" create road. 3 Use MaxExportRoads "Approx" to check road, this creates another spline called "lines" and error triangles if there are any. 4 Scratch head.
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Create spline It always ends up like this, never a complete road, just small sections and sometimes a corner. I practiced on some splines in an empty scene and got much better results.
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Yes, funky spline's, I don't know what I might be doing wrong, there are many many steps not covered. http://en.wiki.eagle.ru/wiki/Maxroadexport_eng page has been deleted I get overloaded with questions about the plugins, I try many things but without a basic workflow what are my chances ? :joystick:
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I'm having a hard time trying to export roads, I create the surface for the road on the terrain using chamfer, flatten on the z-axis, create a spline and "Put Down" to the surface using "MaxRoadnRiver" from the utilities panel (pointing to the correct lsa2 file) When I run the "Spline Edit" - "Create Road" I get strange results and never a complete road, is there a more detailed description, maybe I'm missing an important step.? The wiki seems to refer to an older version of the plug-ins and is unfinished, I don't think it's relevant for the current plug-ins. I've tried both release and debug, but both with the same results. thanks
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For voicing an opinion you think that deserves bad rep ? do you think that people that agree with me deserve bad rep too? There is nothing anywhere in my CP that shows who and why my rep dropped, I also assumed that a moderator (ED) did it for whatever reason. Personally I would like to be able to disable the rep system and not even see it. Anyway guys don't make such a big deal about it, I simply stated what many people are saying about ED's pseudo support in pm's and emails. So lets hope things do change.
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I'm glad you agree, but I doubt it will ever happen. Most software company's who don't want they're games developed, prevent it from happening, they don't pretend to support the community by handing them useless dated plug ins. ED this is what people are saying about you away from this "fanboy" bubble of a forum. Dude Olgerds on our side, aim your requests at ED not him Oh btw, my above post has caused my Rep to drop into the red zone, it seems ED do not like people posting the truth.
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Hardly supporting it, Lockon was released in November 20, 2003, 6 YEARS later they released the scenery editing tools, with no documentation. 8 YEARS down the line you now supply the CMD tools, compatible only with software that was released on June 15th 1999. ED are fortunate to have talented modders, who btw had figured out how to get cockpits into FC2 already That's ED in a nutshell, you will only ever get the plug-ins when the team have moved on to using newer techniques. All the community get are the castoffs that are no longer of use or supported by ED. DCS A10 was released on February 21, 2011, I look forward to the release of the un-documented plugins/scenery tools in 2017 when you have developed and no longer support the older methods. You don't deserve such a loyal and hard working modding community, and you certainly don't make life easy for them.
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From the Wiki : Importing into Max That probably refers to the Nevada terrain. Not Eagles fault ? no, but a basic reference or help file for the plugins would have lessened the gaps. I didn't realize the Nevada terrain was released unfinished, I never flew it, I jumped from Lockon to FC2.
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Thanks, anything would be helpful a the moment. I do move the terrain to round about zero, and it is round about the right altitude, but it fluctuates across the terrain. I suppose in theory if the lowest vertex on the mesh is touching zero (sea-level) then it should be ok. I hate guessing it tho'. This is totally nuts that I'm having to ask this, you would think that the plug-ins would have some basic documentation, I mean if your building terrain it seems pretty sensible that it is at the right altitude in the game, otherwise whats the point? I can see why so many people have given up on building terrain. Why am I told that -98m is so important on the wiki, when the result is WAAAY out? As usual it seems to be missing an important step :dunno:
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Well I've exhausted pretty much my attempts at solving the altitude problem, maybe it's hardcoded, dunno, I'll keep stabbing at it, hopefully I might trip over it one day. Was there an altitude issue in FC1?
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Hmm ok, you definitely have more insight of the game engine than I do. I'd totally overlooked the fact that the wiki and videos are mainly FC1 based and much must have changed. I can add the ME positioning thing to my ever growing "To-Do" list :D Thanks for the vid, I have a working runway. :pilotfly: I have contacts in Russia, I think it's time I called them in to kidnap one of the ED team and extract some information. Do you have any suggestions as to who is most knowledgeable in FC2 ? :devil:
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Yes, in-Game everything is where it should be, runway shows in the F10 Map, only in the ME Anapa runway is where it normally is (like in the screenshot). When I select "Take off from Runway", my plane shoots over to Anapa, but in game I take off where I placed it. Hey I'm happy to finally have a runway :D I'm still taking off at +4000m tho' any idea how to fix the altitude? I thought it might be in MapCoords.lua but still no change.
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I have a problem with exporting runways, I've followed the tutorial video, checked and double checked everything, but I have no airfield showing in the mission editor. Assemblescenes runs exactly as it does in the video, so i think the file is being processed ok. I notice in the the video the airport is Grouped, but when I try to export it as a group Max crashes. I can Land on the runway but not select it for takeoff in the ME, Anapa Airport is still where it is in the original game. EDIT: sigh...sorry guys I should read this thread more, I searched for airfield earlier not runway. EDIT2: Runway is now the game, and I can take off, the only problem is in the ME view, the Anapa airport location is still in the same place.
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Surely someone knows how to fix this ? I don't fancy having to re-do all my terrain if the error is in the creation process. Anyone ?
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How to kill your FPS :D
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A little video I just made for someone in need, it shows creating and exporting lake/river edges, the method maybe needs refining, but works ok for now. Feel free to point out anything I'm doing wrong ;) Use LAND instead of LAKE for semantics, and apologies for the 15 secs or so it took me to realize I had locked my selection :doh: spooks