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Everything posted by luckybob9
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The debug plugins have some issues. Use the release ones for now.
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What error are you getting and when?
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I believe the land_0.max file is for getting the F10 map view to correspond with the new terrain. I have not worked with that yet. That screenshot error I will occationally get when working with max for a while. If I close max and then re-open it, it works. What are you trying to do when you get that error? Additionally you might get this error if you are trying to export too much land data at once. The land.lsa2 is the ground terrain mesh format that DCS uses, but I'm sure you know this. The data that gets exported to land.lsa2 can crash max if you try to export too much at once. You can export multiple files to the land.lsa2 file at different times. Doing so will insert new data into the land.lsa2 file, even though max will ask if you want to overwrite the file. You do not need to specify whether parts are regular LOD or LOD2. The plugins figure this out from the kind of LOD dummy/ helper that it is linked to. To export, use these steps: Open your 3ds max file. Select all the land mesh AND dummy/ helpers. Then export. Keep repeating for all of the regular LOD files. Then repeat this process for the LOD2 files. For instance with my files, I have 9 files of the regular LOD, and 9 of the LOD2, one file corresponding with each row, rows A-I. My process looks like this: Open file A.max Select all land mesh and dummy/ helpers export to a new file called "land.lsa2" Open file B.max Select all land mesh and dummy/ helpers export and select the land.lsa2 file created in the step above and click Yes when asked to overwrite Open file C.max Select all land mesh and dummy/ helpers export and select the land.lsa2 file created in the step above and click Yes when asked to overwrite etc... You can reach me on msn messenger or on skype. If you have either of those, just PM me your user ID for them.
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still trying to figure out your previous question. I need to do some testing to get you a absolute answer. Textures must follow the size pattern of: 512x512, 1024x1024, 2048x2048, 4096x4096, etc. I'm not sure of an exact limitation. I think I tested a 4096 bmp file before. However, I would put them into .cdds archives when working with lots of images that are that large.
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I think I understand you correctly. I am not sure if the game engine can support multiple materials per single element. I know that the current .lom model format does not support this. Do you have enough 512x512 images to combine them into 1024x1024 pixels?
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ok. I misunderstood you original question. I thought you meant the minimum to use the template. The minimum is 4 10x10Km squares arranged in a 2x2 allignment. This is because the LOD2 tiles are composed of 4 of the regular LOD tiles mentioned in the previous sentence. So, when you combine the 2x2 regular LOD, you get a single LOD2 tile that is 20x20km, and thus why that is the minimum. For applying the textures: you will need one image file per tile, whether it is a regular LOD or a LOD2. For example, one part of a regular LOD, (4 10x10km tiles arranged in a 2x2 allignment), will need 4 texture files. In your case it will be 4 512x512pixel texture files in a .bmp format. For the LOD2, you will take those 4 texture files and combine them into a single file. Since doing that will result in a single 1024x1024 file, you can resize it to 512x512. Once you have that combined file, you assign it to the LOD2 tile. You assign textures to the tiles by first applying a 'UVW Map' modifier. Then you just drag you texture image onto the plane that you want. For creating a tutorial, have you looked a this link? All the information can be found there in detail. http://en.wiki.eagle.ru/wiki/Creating_land_2
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Sorry, I had to check some things to get you an accurate answer. For the minimum, I would do a single tile at 40x40km and just leave some things flat that you don't use. I have never tested with anything other than 40x40. For a maximum, it depends on how detailed each tile is. It is really hard to give an exact answer. Just make sure you have them in groups of 40x40km tiles. As for templates, you can make your own, but there is really no point. Just use the existing template and save it as a new file when your done with it. Then just re-use it again.
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You need DEM's (digital elevation model) to apply to the template by using a displace modifier. That will create the elevation information for the mesh
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He tutorials are very detailed and should be easy to follow. What you have in that screenshot is the current land mesh that Eagle created. What specific questions do you have?
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I have only tested them with max 2008. I dont have max 2009 or 2010
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can you ask a specific question on what you want to know?
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I heard someplace that Eagle has about 50ish employees and that they are working on multiple projects at once. As for the sound problem, the engine that runs lockon was developed way before anyone knew about Vista and how Vista would change its sound options. It simply may not be possible to have a patch to correct this because it could destroy the rest of the core engine functions.
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Im sorry, I couldent let G'Amraam be the only one doing it :D
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Im sure whatever this super secret thing it is, is going to be totally awesome :music_whistling:
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I forgot to include this in the initial part:
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I have not forgotten about this. I'm just trying to get an answer for you :) I should have an answer in a day or so. I know I already mentioned this, but can you send me a small sample of your terrain? Four tiles would be enough, although 16 would be best. I just want to make sure that your on the right track and don't get hit in the face with a bunch of errors later on.
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Good to know hawg. I'll give that a shot. Kuky, currently the lines are seprate polygon pieces that actually bend and thus count towards the polygon count. But using a square tga texture with an alpha channel might achieve this...I'll look into it.
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Officially and 100% nothing has been announced. But the current plan is to have the training in the Nevada area, and the game in the Georgia area. Although naturally wait for an official announcement for a solid answer.
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Its that time again for another update. Since everyone seems extra curious about stuff lately, I figured I would put out a small update. Since this is a slightly unplanned update, I'm going to keep things short but sweet. The following screenshots are of some completed buildings and and textures. Naturally, not all of these are in their finished form, but please feel free to leave any comments and questions. First off, we have the new runway textures: Next off we have a couple of hangers: Next off, we have the wonderful Nellis Control Tower: And Lastly, we have some blast deflectors with some more lights:
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Try another browser. I think something similar happened when I ordered Flaming Cliffs back in the day.
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Try this, create a lake type area like you said you just did, except declare it just a normal ground mesh. Then apply a UVW map on it and put your field texture on it.
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Can you be a little more specific about what you mean by fields? What was your process so far? A few quick questions. Are you optimizing the mesh as you go? Are you testing as you go? What is the average polygon count per 10x10km tile? Are you also doing the LOD2? If you want, you can email or PM me a small section and I can provide feedback.
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Assuming im remembering correctly, error code 3 means your download of FC is corrupt. Try re-downloading it.
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The plugins only work with 3ds max version 2008, not version 8
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Can you list what your actual specs are? Mine are: Intel Pentium 4 3.0Ghz ATI Radeon 9800 Pro 256mb AGP 2 Gig ram Windows XP Professional Service Pack 2 I run almost everything on low but the quality is still fantastic. I get on average 20-25 frames per second. I do get some stuttering when there are a lot of units in one particular area though.