Author Topic: Patch 78  (Read 1598 times)

Offline JimmyD3

  • Platinum Member
  • ******
  • Posts: 4106
Re: Patch 78
« Reply #15 on: October 07, 2015, 04:52:38 PM »
Upgraded no problem. Flew in all arenas nothing noticed.
Kenai77
CO Sic Puppies MWK
USAF 1971-76

Offline USRanger

  • AvA Staff Member
  • Plutonium Member
  • *******
  • Posts: 10325
      • BoP Home
Re: Patch 78
« Reply #16 on: October 08, 2015, 04:58:54 AM »
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?

What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.

 :salute
Axis vs Allies Staff Member
☩ JG11 Sonderstaffel ☩
Flying 'Black[Death] 10' ☩JG11☩

Only the Proud, Only the Strong Ne Desit Virtus

Offline Blade

  • Nickel Member
  • ***
  • Posts: 528
      • Battoutai
Re: Patch 78
« Reply #17 on: October 08, 2015, 06:49:06 PM »








I need Hi-Res pack.
---------------------------
Who Dares Wins
---------------------------
抜刀隊Blog http://battoutai.blogspot.com
Aces High Wiki Plus! http://www43.atwiki.jp/aceshigh/

Offline USRanger

  • AvA Staff Member
  • Plutonium Member
  • *******
  • Posts: 10325
      • BoP Home
Re: Patch 78
« Reply #18 on: October 08, 2015, 11:23:12 PM »
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?

What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.

 :salute

Kinda need an answer to this since it basically explains how the clutter system works.  No point in building new clutter to test (as requested) if there's no answer on how it works.
Axis vs Allies Staff Member
☩ JG11 Sonderstaffel ☩
Flying 'Black[Death] 10' ☩JG11☩

Only the Proud, Only the Strong Ne Desit Virtus

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12416
      • http://www.hitechcreations.com
Re: Patch 78
« Reply #19 on: October 09, 2015, 08:33:22 AM »
When building a new clutter tile, do I only worry about placing trees & objects inside the white-lined grid area and ignore all the area outside of the grid?  If so, does the OE/TE fill in that empty outside area by taking sections of the area inside the grid and replicate them in the area outside of the grided area?
I do not know what you meen "grid area", you should see the tile you made in the terrset00 folder. Trees must stay on that tile.
Quote
What happened to all the aircraft & GV static models we've always had?  They were very useful to use as strafing & cosmetic additions to custom fields.  May we have them put back in please? :pray  And if so, can we get nice, intact models, instead of how they were before where the damaged & undamaged models were put together to make the object?  Always looked kinda hokey having lined up planes/tanks that all show spinning props, being oil hit, etc.  Static aircraft being placed on airfields adds a very nice cosmetic & realistic look to airfields.
What exat shapes are you refering to?

HiTech

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12416
      • http://www.hitechcreations.com
Re: Patch 78
« Reply #20 on: October 09, 2015, 09:07:36 AM »
Terrains built on the stock European texture set still crash my machine; I believe a particular European tree does it if I get close enough for it to render in detail (as does the cornfield in the Pacific set).  The test terrain I made with the silly colors didn't have any trees nearby to where I set the spawn point (I used just a vehicle spawn, not a vehicle or air field, as those have their own trees and I will crash immediately from the tower because the naughty tree is visible).  I had hoped the test would work because then I could systematically determine which European tree crashes my computer, but alas, no trees that I added render in game.

I can successfully build and fly on 512 x 512 terrains as long as I use the Pacific texture set (and stay out of cornfields).

715

If what is crashing you with the corn is crashing you in europe, you should be able to test it.

The corn rows are placed as a clutter type, not placed with the object editor.  Change the name of terrset00 to terrset01. Select pack terrain set. Then corn clutter is type 15 rgb (15 * 16) = 240.

If this breaks you , you can then go thew all the clutter types in terrset00 on a tile and try reproduce it.

I also found a small abnormality with corn in the pack , not sure of the effect but changing it to be like all the other clutter to see if it fixes you.

HiTech

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: Patch 78
« Reply #21 on: October 09, 2015, 10:37:06 AM »
The Object Editor, terrain tiles and textures.

One anomaly I noticed. I'd set a 4 sq mile patch for testing and after the first test with Atlas 1 Type 19, the objects I'd set in the new tile Atlas 0 Type 0 didn't appear until after I'd toggled Trees Off and On again.

I think it's been addressed before but if not, there isn't enough room for the Shapes labels drop down menu. Perhaps the dropdown box can use the entire width of the Filter+Shapes side of the window?

Will it be possible to use a 2048 diffuse texture with these tiles for the AvA arena?
I'm seeing both Atlas 0 and 1 tiles covering 4 square miles. Since each pixel represents a square 10.4 feet on a side, I'm wondering if we can increase the size of the diffuse textures for the AvA arena and pull that down to 5 ft. or less per pixel. It makes a huge difference in how the ground textures will look. A default Atlas 0 tile's texture of course is half that resolution.

The lack of color issue in the TE has been addressed. The first thing I noticed after clicking the show trees button was that all the trees and objects in the other 19 tiles have disappeared. That's not a deal breaker but it means we would need to retest for things like how many trees we can force into a forest tile without overloading the player's frontend. With an eye toward building custom tiles, I look forward to having the standard tiles for comparison.

Easy in-game again.
Since Tour 19 - 2001