Author Topic: TE Thread  (Read 1811 times)

Offline USRanger

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« Reply #15 on: October 14, 2007, 11:06:37 AM »
Just add a GV spawn on top of it.:D



Btw, is that a floppy disk flying around in that picture? Secret Rook weapon?
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Offline USRanger

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« Reply #16 on: October 14, 2007, 11:08:30 AM »
P.S. Excellent excellent work.  I wish the in-game mountain ranges looked like that.  Maybe in Aces High III?
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Offline BlauK

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« Reply #17 on: October 14, 2007, 11:22:40 AM »
Quote
Originally posted by USRanger
P.S. Excellent excellent work.  I wish the in-game mountain ranges looked like that.  Maybe in Aces High III?


Absolutely :aok
.. and that would be when we all have 10GHz cpu:s and 20Gb RAM?? ;)


  BlauKreuz - Lentolaivue 34      


Offline croduh

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« Reply #18 on: October 14, 2007, 11:28:34 AM »
Great work MrMidi,

I have my self worked on costume mountains.What you did looks great, but it seems a bit too stuffed up on 1 sq. mile.If you could make them a bit less "pointy";)




Offline BlauK

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« Reply #19 on: October 14, 2007, 11:37:57 AM »
Croduh... nice hills/mountains there too :)

btw.
Costume: a suit, a dress, clothes you wear on you
Custom: (in this case) something especially made/built

 ;) :cool:


  BlauKreuz - Lentolaivue 34      


Offline mrmidi

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« Reply #20 on: October 14, 2007, 11:47:04 AM »
I see what your saying croduh but I was after a mountain
jagged edges steep slopes and such. But yours are nice as well.

this is what I was going for here......



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Offline mrmidi

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« Reply #21 on: October 14, 2007, 11:52:12 AM »
Quote
Originally posted by USRanger
Just add a GV spawn on top of it.:D



Btw, is that a floppy disk flying around in that picture? Secret Rook weapon?


Well that floating object is a destructable target with a picture of a beaver
on it wearing a Canadian Maple Leaf shirt...:)
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Offline croduh

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« Reply #22 on: October 14, 2007, 12:25:22 PM »
I see Midi, that was just imho:)

But you could make it 4 sq.miles tho...(:t )

And at Blauk- grr, picky!

Offline Xjazz

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« Reply #23 on: October 14, 2007, 12:58:13 PM »
Very interesting topic

mrmidi, now that looks great.

I have been working with similar project sometime but I stopped the 3D design to code few needed tools for the multi-tile/object exporting.  

Sand stone mountain-canyon


Object size is ~5mile long * ~3.5mile wide and little bit over 1 mile tall. It is designed so, I can cut it nicely to the 1mile*1mile tiles.


The figures in top of the picture tells a total scene figures, not only visible object

Object in picture has 297 vertices's, 504 faces and 780 edges.

Procedural material based and by rendering generated 1024*1024 .bmp texture

Offline mrmidi

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« Reply #24 on: October 21, 2007, 09:54:10 AM »
Moving right along here...
new clip board map for my terrain...

Thanks Dux....:aok



midi
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Offline Denholm

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« Reply #25 on: October 21, 2007, 07:18:19 PM »
I was working on this but got caught up in "external activities" after H2H closed.
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Offline Denholm

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« Reply #26 on: October 22, 2007, 09:31:11 AM »
Here is something else I was working on to give H2H GV'ers some "sniping fun". The idea was to give GV's something to hide inside of (To get away from enemy planes, I don't host GV wars with planes but other hosts might) and to sit on top of to get a better view of the battlefield.

This picture shows the tunnel in-game along with overlay which has the working PolyID tag.


This image shows the jeep entering the tunnel proving that it is accessible and causes no bugs.



This image shows the jeep climbing one part of the hill, it seems this is the only part of the hill which can be climbed by any vehicle. Why I do not know, but would greatly appreciate any assistance resolving the issue.



This image shows what happens once you leave the face which is climbable.



Here are some of the design images.





As one can see it is a relatively simple design with only three entry / exit points. The tunnel is a separate part from the hill to make it Frame Rate friendly and to make it easier to debug, at least I wish. For some reason as you can see when you leave the face which connects to the ground you sink into the hill. Why this happens I do not know. Original thoughts were that the face was "Double-Sided" which caused this bug before. After eliminating the "Double-Sided" properties the bug remained.

If anyone has any ideas regarding the issue, please feel free to drop me a hint.
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Offline BlauK

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« Reply #27 on: October 22, 2007, 09:56:48 AM »
Did you check which way the surface normals were pointing?
IIRC, the GVs can only drive on the top side of each surface.

One easy way to check it is to switch them all one-sided and look for "holes" :)


  BlauKreuz - Lentolaivue 34      


Offline Xjazz

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« Reply #28 on: October 22, 2007, 01:01:54 PM »
Den,

For this kind of object:

1. Remove possible double vertices.
2. Convert all top surface Quad polygons to Triangle polygons.
3. Recalculate all Normals to Outside.
4. In TE make sure your object do not cross the grid line/s.