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Posted
You need to place the ka-50 very hight.

I think you are below the terrain...

The squares must be near Z = 0... (dou you use the template?)

 

yes i use template from tutorial

Posted (edited)

i do it terrain from template from tutorial and have this coordinates :(

i have problem to find this my new terrain :((( all was water .....:( BUT I FIND IT :)

how can i change template coordinates?

how can i put same map on abris???

why i dont have my map on mission editor map???

Edited by Pirke77
Posted (edited)

look what is get when i try to make lod2 ???

how can i put same map on abris and F10 view???

how can i put my map on mission editor map???

Edited by Pirke77
Posted (edited)

how to have or ( download) pictures from google earth from large square (all my country) in max available zoom ???

its this possible ??? if must pay i will pay :)

Edited by Pirke77
Posted (edited)

To create the Abris and F10 map:

 

You need to create other .max file and put a Plane of 10x10 km in every square.

Convert to Editable Mesh.

You apply your texture of the map to every square.

 

Select all.

Material: Land_Map

Semantics: Land.

Level of detail: 0

 

Select all if not, and export to land_map_L0.sup

Then select all and set Level of Detail: 2.

Select all if not, and export to land_map_L2.sup

 

Copy and paste .sup files in:

..\Eagle Dynamics\Ka-50\Bazar\Terrain\Map

Land_Map.thumb.png.16caee5c84fe0e3fa37101cf5b811090.png

Edited by trujillostm
Posted
To create the Abris and F10 map:

 

You need to create other .max file and put a Plane of 10x10 km in every square.

Convert to Editable Mesh.

You apply your texture of the map to every square.

 

 

i dont now how to make this max file with plane 10x10 in every square because i dont now to work in 3dmax i only make all of this watching and copying what tutorial say :( every other way is confused for me :(

can you send me this max file finished i will only put my texture and rest i now what to do to export to .sup file ;)

Posted

i did it at last :) tnhks trujillostm ;)

i only use template from tutorial 20x20km and picture was on same place like terrain:) for texture can i use tif files in layers for zoom in abris or only bmp ?

Posted
Ooops really

 

400 km2 :)

 

My LOD2 Terrain use 10km×10km mesh with 512×512 BMP

LOD0 mesh 2500m×2500m with 1024×1024 BMP

 

 

what is LOD2 and what is LOD0 ??? just explain me pls.

template from tutorial is for LOD2 or LOD0 ?

template is 10kmx10km???

Posted (edited)

I can see you are good in progress...

 

I use .png files on Abris map, of 1024x1024 resolution every square.

You can use max. zoom in Abris and F10 map to see very well the textures.

 

LOD is Level Of Detail...

Lod0 is level 0 and Lod2 is level 2.

You can define the height when you see the texture of lod1 and lod2...

I use only Lod0 to all textures... by now.

Edited by trujillostm
Posted

i use .png files foe abris and F10 too :)

but still i dont see my map in mission editor ???

i put my .png files what i use fro abris and F10 in:

Ka-50\BlackShark\data\map\relief\1024

and still i dont see map in mission editor ??? what i miss ?

Posted (edited)

Problems with join of squares...

In 3dsmax I can see good join of textures with Nearest filtering.

How to config Nearest filtering on DCS?

dcs-bs_error_texturas.thumb.JPG.533e1de10e4756b38ee22ddf0455a981.JPG

dcs-bs_error_texturas_2.thumb.JPG.c826fd078c0916eafbb429954002f0fe.JPG

Edited by trujillostm
Posted
Problems with join of squares...

In 3dsmax I can see good join of textures with Nearest filtering.

How to config Nearest filtering on DCS?

 

Im not sure. I have never used this before. When I did my textures, I had one huge giant texture. From that, i cut it up into slices that matched the tiles, so my textures were always exact.

 

can i use for texture of my new terrain a original grass texture from game???

and if can where is this original grass texture:)

 

There is not one single grass texture. Each texture is unique for each unique tile. So likely, not a small seamless texture.

Nevada map contributer

EDM Modeling tools FAQ:

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

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Posted
ahhh. I should have read your message in more detail when you said you couldent find the format to export. You dont export it through the normal file -> export. You do it through the plugins on the right side.

 

red is step one. click it to bring up the options below

blue is the second step. click it and then browse to the .lsa2 file

pink is the third step. click on this, and then save it in the .rn format

 

blaze.jpg

 

Let me know if you have any more questions.

 

i do this and i get this????

Posted (edited)

i success to export my airfield but they are not in game on coordinates i assign him :(

even they are not in game at all :(

if i need airfield on coordinates on my new terrain how can i move any default airport to other location??? if i cant do this can i make new airfield and assign them new coordinates where is my new terrain?

this is my .rn file and here is default tutorial airfield with assign coordinates for my new terrain and new direction of runway.

i even delete all airfield from Onlay_VPP.sup except Anapa and i assign new coordinate to place in my new terrain.

i rename my new airfield to Anapa.rn and put in VVP folder.

I see in game when hit F10 map on coordinates where supposed to be new airfield only white shadow of new airfield but nowhere is airfield in game :( How i can IMPORT .rn files in 3dmax???

in plugin is only export function ????

Anybody who now how to do this HELP :helpsmilie:

Edited by Pirke77
Posted

My textures are exact...

I can test it with Photoshop, and the joining is perfect.

The problem is on the Linear Filtering of the textures.

 

Can you say me how to configure the terrain textures in Nearest?

Or can you ask to Eagle Dynamics?

 

I found the file \Ka-50\Bazar\Graphics\RenderStateParser.cfg that contains:

 

[...]

D3DTEXTUREFILTERTYPE

{

D3DTEXF_NONE = 0; // filtering disabled (valid for mip filter only)

D3DTEXF_POINT = 1; // nearest

D3DTEXF_LINEAR = 2; // linear interpolation

D3DTEXF_ANISOTROPIC = 3; // anisotropic

D3DTEXF_FLATCUBIC = 4; // cubic

D3DTEXF_GAUSSIANCUBIC = 5; // different cubic kernel

D3DTEXF_FORCE_DWORD = 0x7fffffff; // force 32-bit size enum

}

[...]

 

But I don't know how to apply Nearest (D3DTEXF_POINT).

Posted

2 questions for my afghanistan map :

 

For the LOD2, do i need to reduce the number of verticles ? or just lighter textures are good ?

 

For the border of map, do you have an idea to have basic land and not sea ?

CE EVAC



 

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