Ramstein Posted February 24, 2010 Posted February 24, 2010 With Scenery tools.. A nice Vietnam map would be outstanding.. wish I could make a good map, but I most likely would not be able to make a make,, I have never made one.. just saying, that would be great having a good one,,, Wings Over Vietnam has one (of course..) but it sucks,, al th effort was put into gameplay, but not into the map.. now imgine having helos and fixed wing.. WOW! :pilotfly: ASUS Strix Z790-H, i9-13900, WartHog HOTAS and MFG Crosswind G.Skill 64 GB Ram, 2TB SSD EVGA Nvidia RTX 2080-TI (trying to hang on for a bit longer) 55" Sony OLED TV, Oculus VR
T-Bone Posted February 24, 2010 Posted February 24, 2010 Have you read the book Tom Clancy's Fighter Wing? It has a modern day scenario in Vietnam with USAF F-15E's. Might be a fun map to make for somebody. With Scenery tools.. A nice Vietnam map would be outstanding.. wish I could make a good map, but I most likely would not be able to make a make,, I have never made one.. just saying, that would be great having a good one,,, Wings Over Vietnam has one (of course..) but it sucks,, al th effort was put into gameplay, but not into the map.. now imgine having helos and fixed wing.. WOW! :pilotfly: [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
luckybob9 Posted February 26, 2010 Posted February 26, 2010 looks like this: -in first picture is lockon without my google satelite images layer over terrain :( its only green default layer over my terrain. -in second pictures is black shark with google satelite images layer over terrain. why i dont see same google satelite images layer over terrain in lockon ??? That green seems to be the noise file. Double check that your textures are in the TempTexture folder. There is a TestTexture folder, do not confuse these. Also, if that is the noise layer, it should not be appearing at such a far visible distance. There is a setting in the graphics.cfg file i think that says at what distance the noise file kicks in. Check your graphics.cfg file. The bold part is the visiblity of the noise file....I think.. OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; } 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
Hawg11 Posted February 26, 2010 Posted February 26, 2010 (edited) lucky, thx, all works correct. I have a question - in tutorial about displace-modificator, shown strength-parametr = 75000m. why exactly 75000? I suppose if make nonNevada terrain(like in tutors) strength should be different and instance from geography... 75000 was found to be the number to use on the Nevada terrain I had worked on when writing the instructions that are on the Wiki page. It was very time consuming and took much effort loading the terrain into .max, exporting to the game, and comparing the height values for known mountains/valleys against real word data. I thought I mentioned this in the instructions (sorry if I forgot)... You will need to check the elevations in-game to ensure accuracy...adjust values as needed. Luckybob, since you folks started over with a higher resolution terrain mesh, it would definitely be advisable to check in-game elevation data... Edited February 26, 2010 by Hawg11 1 Dave "Hawg11" St. Jean
T-Bone Posted February 27, 2010 Posted February 27, 2010 Guys, in Global Mapper what should I set vertical exaggeration to in 3D view to get an accurate elevation preview? Thanks! [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
Batou Posted February 27, 2010 Posted February 27, 2010 @Pirke77 Try to compress you texture in a cdds, if you have to many texture in the temptexture, FC can't read all of them. CE EVAC Asus P5K - Intel E8500 - 8Go RAM - NVIDIA GTX260 896Mo - SB Audigy 2 ZS - TrackIR4 - Warthog - Pro Fligth Rudder Pedals - LED 3D Samsung 40" - Seven64
Hawg11 Posted February 27, 2010 Posted February 27, 2010 (edited) I guess I should have checked before now. I noticed that the guys who uploaded step 9: "9a A Better Template.doc" to the Wiki left out the actual template (it is too large to fit inside a word .doc). They must have missed this...I'll be uploading it to lockonfiles.com shortly. This is a MUCH higher resolution template and will result in a much higher quality terrain. The template embedded inside the "9 Importing 3D max.doc" word doc is extremely low res and the final product will (by comparison) yield very poor results. EDIT: The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com Edited February 28, 2010 by Hawg11 Dave "Hawg11" St. Jean
T-Bone Posted February 27, 2010 Posted February 27, 2010 (edited) The template with 16 512x512 pieces? These results look decent to me, and dare I say better than the stock terrain IMHO, but hey if you've got something even better go ahead and upload it :) Edited February 27, 2010 by T-Bone [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
Hawg11 Posted February 27, 2010 Posted February 27, 2010 (edited) Yes, that one. The file Template.max embedded in the file "9 Importing 3D max.doc" is only 193 KB. The file Template hi res.max associated with "9a A Better Template" is 22.4 MB. The reason why this is crucial is because there are much more data points that the DEM can use to form the terrain shape (prior to optimizing). EDIT: The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com Edited February 28, 2010 by Hawg11 Dave "Hawg11" St. Jean
T-Bone Posted February 27, 2010 Posted February 27, 2010 So the hills and valleys and coastlines would be more detailed? [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
Hawg11 Posted February 27, 2010 Posted February 27, 2010 (edited) About 1160 times more detailed (prior to optimizing), if my math is right. EDIT: The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com Edited February 28, 2010 by Hawg11 Dave "Hawg11" St. Jean
T-Bone Posted February 27, 2010 Posted February 27, 2010 Any performance hits ingame? [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
T-Bone Posted February 28, 2010 Posted February 28, 2010 Well I built mine using the one in the wiki word lesson not the 26 mb one so I'm wondering if the more detailed dem info would make FC run slower.. [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
Pirke77 Posted February 28, 2010 Posted February 28, 2010 That green seems to be the noise file. Double check that your textures are in the TempTexture folder. There is a TestTexture folder, do not confuse these. Also, if that is the noise layer, it should not be appearing at such a far visible distance. There is a setting in the graphics.cfg file i think that says at what distance the noise file kicks in. Check your graphics.cfg file. The bold part is the visiblity of the noise file....I think.. OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; } TNHKS MY FRIEND:) ITS WORK :) THIS WAS REASON: noisemax = 0.6; noisemin = 0.1;
T-Bone Posted February 28, 2010 Posted February 28, 2010 TNHKS MY FRIEND:) ITS WORK :) THIS WAS REASON: noisemax = 0.6; noisemin = 0.1; Congrats on getting it fixed! :) [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
Hawg11 Posted February 28, 2010 Posted February 28, 2010 (edited) Well I built mine using the one in the wiki word lesson not the 26 mb one so I'm wondering if the more detailed dem info would make FC run slower.. No. It won't make it run slower...it's still a relatively low amount of polygons that are being rendered for what the game engine can handle (it can handle quite a bit!). It seems to slow down much worse with higher quality textures (as opposed to higher poly count). EDIT: The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com Edited February 28, 2010 by Hawg11 Dave "Hawg11" St. Jean
Hawg11 Posted February 28, 2010 Posted February 28, 2010 The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com Dave "Hawg11" St. Jean
T-Bone Posted March 1, 2010 Posted March 1, 2010 (edited) No. It won't make it run slower...it's still a relatively low amount of polygons that are being rendered for what the game engine can handle (it can handle quite a bit!). It seems to slow down much worse with higher quality textures (as opposed to higher poly count). EDIT: The High Res 3DMax Template for Terrain Designers file is now uploaded to lockonfiles.com I tried a 4096x4096 NOISE_1.bmp... horrendous frames per second. I noticed you guys used 2048x2048, you think that's the best the engine can handle right now? I hope with the more optimized code in FC 2.0, the engine can handle higher terrain noise textures because there is a huge improvement in the sense of speed at low level with higher detail. Edited March 1, 2010 by T-Bone [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
luckybob9 Posted March 1, 2010 Posted March 1, 2010 I tried a 4096x4096 NOISE_1.bmp... horrendous frames per second. I noticed you guys used 2048x2048, you think that's the best the engine can handle right now? I hope with the more optimized code in FC 2.0, the engine can handle higher terrain noise textures because there is a huge improvement in the sense of speed at low level with higher detail. Package it into a .cdds then try it 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
trujillostm Posted March 21, 2010 Posted March 21, 2010 Yes. I'm waiting for new tools to create scenery...
T-Bone Posted March 26, 2010 Posted March 26, 2010 Luckybob or Hawg I need the steps to manually convert the LOD0 to LOD2 from the 4x4 square to the 2x2 square of 128x128 pixel bmps. I remember these steps: "modifyer edit geometry attach > first one editable poly> all select verticies select quadrant magnet 2.5 attach to dummies modifyer UVW map in stack do this for each tile INDIVIDUALLY" However I'm a little rusty since I have been spending a few weeks trying to set up better satellite imagery. Thanks for your help [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
luckybob9 Posted March 26, 2010 Posted March 26, 2010 This is what I did, select one of the four that you want. Attach that one to the other 3 to form a big square. go into vertex mode and select all the verts. Next to "weld", there is a little box square, click that, then set the threshold to .001. That should combine all the overlapping verts while not messing with any of the other ones. Next step is to reset the pivot point. Then, apply a uvw modifier to the entire thing. Finally, link it to a LOD2 dummy. 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
T-Bone Posted March 26, 2010 Posted March 26, 2010 How do I reset the pivot point? [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
T-Bone Posted March 29, 2010 Posted March 29, 2010 Here's a tip I discovered that will help terrain builders using landsat/satellite imagery in general to build maps: While it may be tempting to crank up the saturation and contrast on some satellite images, it generally doesn't produce good looking results. This is because the DCS/LOMAC engine uses the satellite imagery as a color mask, and actually uses the Noise_1.bmp file for the actual terrain surface. This is how my terrain looked at low altitude before. I decreased the brightness and contrast by 50/100 in photoshop and it looked much better in terms of blending: 1 [sIGPIC][/sIGPIC] Asus G72GX | CPU: Core 2 Duo Overclocked @ 2.9Ghz | Memory 6GB DDR2 | Graphics Card: nVidia GTX 260m 1GB | OS: Windows 7 Home Premium | Monitor: Samsung 32" LCD LOMAC 1.0 to FC 1.12 System RIP (2003-2010) | AMD Athlon 64 3000+ overclocked to 2565MHz | NVidia Geforce 7800 GS AGP 256 MB | 1GB Kingston PC2700 DDR DRAM | Windows 2000 with SP4
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