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Posted
1. Create MESH from STRM 4.1 with 100m/100m resolution.

2. ProOptimize MESH

3. Export 3DS from 2010

4. import 3DS to 2008

5. Fix the MESH bugs and texturize MESH

 

What do you recommend is a good polycount for 16 tiles using ProOptimize ?

I've had differing results from 25,000 to 12,000.

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Posted (edited)

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

Edited by spooks2k1
Posted (edited)

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.

 

Here it is. Quick notes. For now, do not create your own runway spline. Merge the existing one from the runway example file on the Wiki page and then move, resize, rotate as you wish. Second, always use the debug version of the plugins.
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.

 

tweterrain.jpg

Edited by spooks2k1
Posted

so just to understand better, when you place the aircraft to take off, it shows you are taking off where anapa truly is, but in game your actually spawn at your area in the crimea area?

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

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.

 

-- Zero point (meters)

zeroX = 5000000.0

zeroZ = 6600000.0

 

-- Internal relative values for map projection corners (meters)

centerX = 11465000.0 - zeroX

centerZ = 6500000.0 - zeroZ

pnSxW_X = 4468608.57 - zeroX

pnSxW_Z = 5730893.72 - zeroZ

pnNxW_X = 5357858.31 - zeroX

pnNxW_Z = 5828649.53 - zeroZ

pnSxE_X = 4468608.57 - zeroX

pnSxE_Z = 7269106.20 - zeroZ

pnNxE_X = 5357858.31 - zeroX

pnNxE_Z = 7171350.0 - zeroZ

Posted

i would bet that it is because the ME is not directly linked to the ingame engine anymore like it was in FC1. There must be another file that must be modified to reflect changes in the mission editor. I only worked in FC1 before I moved to the new tools so this is uncharted territory for me too

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

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:

Posted

:P I can't give away my contacts at Eagle. Probably I know the most out of everyone it seems. Or atleast of those who are public on the forums atleast. The format structure between FC1 and FC2 are almost identical. You just have to think about what the real differences are. For instance, FC2 has better textures and models. Since this is just mostly cosmetic, (new model files and just assigning better quality textures), I assume the underlying part is identical. Since the mission editor is completely new, I assumed that there is some core differences that should be looked at. It also helped to know that the mission editor was written from scratch and not reworked as well as some old forum posts taking about coordinate differences between the ME and ingame which led me to think they are somewhat independent and some on the fly conversions are taking place someplace.

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

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?

Posted

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:

Posted

what is -98m? Keep in mind that all the tutorials are not from eagle. They are from the person who created the first Nevada terrain that was released prematurely. Many of the tutorial have small holes or gaps, again not eagles fault

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

From the Wiki : Importing into Max

 

The template will already be at -98 meters, leave this setting.
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.

  • 3 weeks later...
Posted

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

Posted

Create spline

 

road1q.jpg

 

road2k.jpg

 

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.

Posted

Im a little confused. That is how it should look in max. It only puts the road over the spline in the game engine. when exporting, you are exporting the spline, not a road looking object. Almazi, correct me if im wrong though.

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

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.

Posted

Yes. From 3ds max to export only the splines. geometry is constructed automatically. The task of the script Editor correctly construct turns and crossroads.

Terra Incognita

Posted

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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