Author Topic: Terrain Editor  (Read 32866 times)

Offline ghostdancer

  • Aces High CM Staff
  • Platinum Member
  • ******
  • Posts: 7562
Re: Terrain Editor
« Reply #390 on: January 26, 2016, 08:45:44 AM »
Yeah talking to Midi and that is what he recommends trying.
X.O. 29th TFT, "We Move Mountains"
CM Terrain Team

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Terrain Editor
« Reply #391 on: January 26, 2016, 01:44:53 PM »
Could you just get rid of the town and use a map room object for the airfield capture instead?

We've been doing that for awhile in the AvA with no issues. In AH2, all the square tile objects are dead flat so there was no problem putting any two together. As you said, in AH3, most square tile objects are not flat.

It is possible to combine two square tile objects but you need to build them from scratch and the new rectangle must completely fit within the 4 mile red square. I think I would start with the 2x2 mile refinery object instead and modify that if an airbase and town are both needed. They can be rotated as well but use great care when rotating.
Easy in-game again.
Since Tour 19 - 2001

Offline Greebo

  • Skinner Team
  • Platinum Member
  • ******
  • Posts: 7072
Re: Terrain Editor
« Reply #392 on: January 26, 2016, 02:31:47 PM »
BTW a small correction to what I wrote earlier today. The 1 mile square's V base's rim is elevated 50 feet, not 150 feet.

Offline ghostdancer

  • Aces High CM Staff
  • Platinum Member
  • ******
  • Posts: 7562
Re: Terrain Editor
« Reply #393 on: January 26, 2016, 04:36:42 PM »
I think I am going with just placing the map room route since that doesn't require any new objects to be created. Also this is for special events where town capture usually is not a thing. I kept town in previously because it gave more targets for designers of events to designates as tasks but between either building a new 2x2 tile object, increase already small islands to by a 1x1 square of land that didn't exist, the map room route seems best.
X.O. 29th TFT, "We Move Mountains"
CM Terrain Team

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Terrain Editor
« Reply #394 on: January 27, 2016, 08:56:49 PM »
I tried to stack four cloud fronts one on top of each other from 7000ft up to 13500ft to try and make a thick vertical column of clouds, wide at the bottom tapering to the top. I set all to generate at -0.01. Only the bottom most front generates.

It does not look like the min and max alt component will give you a vertical body between those two numbers. The front generates somewhere near the top in a fixed thickness. Am I doing something wrong?
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Greebo

  • Skinner Team
  • Platinum Member
  • ******
  • Posts: 7072
Re: Terrain Editor
« Reply #395 on: January 28, 2016, 04:18:08 AM »
I suspect the following is already on the "to do" list but just in case its been overlooked. The "standard" button in fields setup does not assign the allowable rides to flak bases. It is easy enough for me to do this manually (just the Fi 156), so its no big deal for now.

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Terrain Editor
« Reply #396 on: February 02, 2016, 09:49:28 PM »
Bulldozer Tool

In the Old TE, there was a useful filter for roads and rivers that would take a line of elevations and then interpolate all elevations between the high point and the low point. I expected Elevation Brush 6, the Bulldozer tool, to do the same thing. In my tests in Beta 0.02 patch 3, it uses the average height between the two points and levels to that average.

Isn't Bulldozer supposed to work the same as the old slope filter?

I was attempting to document the Terrain tab at the time, so created a terrain with two extreme 2x2 mile x 16,000 ft. high plateau. I was unable to use the Terrain Type painting by Elevation filter so I realized it was because the cliffs were too steep. That's when I tried the various Elevation smoothing tools. I never was able to complete the demonstration for the Terrain tab tools after I realized the cliffs didn't have enough 660'^2s to make sense with those tools.

I toyed with the other Elevation tools but I didn't find a good alternative for this situation.

The original test terrain is attached as: TerrTab
Easy in-game again.
Since Tour 19 - 2001

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: Terrain Editor
« Reply #397 on: February 03, 2016, 10:28:47 AM »
Bulldozer Tool

In the Old TE, there was a useful filter for roads and rivers that would take a line of elevations and then interpolate all elevations between the high point and the low point. I expected Elevation Brush 6, the Bulldozer tool, to do the same thing. In my tests in Beta 0.02 patch 3, it uses the average height between the two points and levels to that average.

Isn't Bulldozer supposed to work the same as the old slope filter?

I was attempting to document the Terrain tab at the time, so created a terrain with two extreme 2x2 mile x 16,000 ft. high plateau. I was unable to use the Terrain Type painting by Elevation filter so I realized it was because the cliffs were too steep. That's when I tried the various Elevation smoothing tools. I never was able to complete the demonstration for the Terrain tab tools after I realized the cliffs didn't have enough 660'^2s to make sense with those tools.

I toyed with the other Elevation tools but I didn't find a good alternative for this situation.

The original test terrain is attached as: TerrTab

It was a bug, I just fixed, it now does what you would expect it to do.

HiTech

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Terrain Editor
« Reply #398 on: February 03, 2016, 11:29:58 AM »
Thanks!
Easy in-game again.
Since Tour 19 - 2001

Offline Greebo

  • Skinner Team
  • Platinum Member
  • ******
  • Posts: 7072
Re: Terrain Editor
« Reply #399 on: February 04, 2016, 03:08:37 AM »
Not sure if this is a bug or it is supposed to be this way:

In the TE if I set latitude, longitude and date settings for my terrain and hit OK, save the terrain, exit, re-enter the TE and open the terrain settings box then this info has been reset back to default.

Assuming the time and place info I set is being applied to the terrain when I build it then this is not a major problem. However I think it would be better if whenever I click on the Terrain Settings dialog it would remember whatever I typed into it for that terrain previously so my settings will continue to be applied whenever I build the terrain.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Terrain Editor
« Reply #400 on: February 04, 2016, 01:24:33 PM »
So far all versions of the beta terrain editor, when I exit it, some seconds after that windows throws an error. The error can be closed normally versus resorting to the task manager.


bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: Terrain Editor
« Reply #401 on: February 04, 2016, 01:59:21 PM »
So far all versions of the beta terrain editor, when I exit it, some seconds after that windows throws an error. The error can be closed normally versus resorting to the task manager.


(Image removed from quote.)

I believe I have it fixed for this patch.

HiTech

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Terrain Editor
« Reply #402 on: February 05, 2016, 05:08:20 PM »
The first thing I checked was the Bulldozer tool. I thought I'd better post my results in case it's turns out to be more of a problem then I think. I'm still working with a 2x2 mile test plateau.

If I set the brush for about a 2 mile circle and start at zero elevation moving to 16,000', it seems to work well, if slightly wider then I expected. So that suggests it will work when building an actual terrain.

However, if I start at the top, then it's not working quite as well. I ended up using a 1 mile circle for the brush as the 2 mile brush wasn't compatible with the unrealistic 2 mile x 2 mile plateau I'd built for testing.
It may not be worth changing because you'd normally have a much bigger area to work with at the top but this jpg illustrates what I saw working from the top going to sea level with that ~1 mile brush.
Easy in-game again.
Since Tour 19 - 2001

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Terrain Editor
« Reply #403 on: February 06, 2016, 01:04:34 PM »
I tried to populate the two ports on my terrain with statics ship objects. Tagging them either Ship or Structure ended up with the same problems. They became a Task Group replacing the port Icon with a Task Group Icon. They also were active ships adding their ack fire to the port ack shooting at the drones. When I would enter the hanger, the ships with gun positions were super imposed over the port hanger offerings.

The only boats that can be added as static objects in the water at the port docks are PT and Tugs. Is there any way to null the ships so they become static objects in the port? From the port tower they were visually incredible to stare at. I had the CV, BB, CA at their respective moorings along with DE double moored and a whole squadron of PT and multiple tugs around the big ships.

Even some static Liberty ships and ammo\fuel ships in the port would look good. That big flat top and the Battle Wagon were inspiring sitting there in their new skins.   
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Terrain Editor
« Reply #404 on: February 06, 2016, 07:30:29 PM »
Those are live objects you placed.
In the current TE, we use

dumca
dumcv
dumsub

and

str2 a dumb da
str13 a dumb PT Boat

It would be nice to have all 5 listed as dum$$$$ in this edition.
Easy in-game again.
Since Tour 19 - 2001