Author Topic: Just to irritate buster.  (Read 5044 times)

Offline bustr

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Re: Just to irritate buster.
« Reply #15 on: February 28, 2018, 07:38:56 PM »
That looks like the other set of bridge objects without the berms on each end I've been placing over -10 elevation terrain. I have a test terrain I'll run the river path and place a bridge.
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Offline bustr

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Re: Just to irritate buster.
« Reply #16 on: February 28, 2018, 08:02:34 PM »
Thanks Hitech, now I get the meaning of this POST title.


I don't remember "Set All Tiles To Terrain Height" or "Build Clutter Mask". And it looks like I will have to fully populate a test terrain so I can beat my head against the new path controls for awhile. "Smooth Terrain to Grade" and "Plow Terrain From Begin to End", how bad are those going to modify topo features? Or, after I click "create all", can I adjust the path of roads and rail with the path spline function?


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 bustr

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Re: Just to irritate buster.
« Reply #17 on: February 28, 2018, 10:40:08 PM »
Tested the river path with a bridge and navigation by PT and LVT.

Hitech trees are not auto cropped so I had to use tile painting to remove trees from the river. Running a PT onto the river object results in damaging the engine like colliding with an object. Full power and navigation is still available after that, the PT emits black smoke. I used the bridge with berms and kept the bridge high enough for the barges or a PT\LVT to pass under. This creates a condition where the sides of the berm will stop a tank. GV's other than LVT are stopped at the river edge.


Here is what the first river test looked like befor I painted out the trees with a different tile.





My PT after hitting the leading edge of the river object and those barges can out run a PT. They auto generated as I approached the end of the river object from the PT spawn.





Tank on the bridge with enough height for a PT to pass under. You can see the angle of the lower side of the bridge berm at the ground will stop a tank.








« Last Edit: February 28, 2018, 10:47:43 PM by bustr »
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 bustr

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Re: Just to irritate buster.
« Reply #18 on: February 28, 2018, 10:45:44 PM »
The results of testing branching a river into two flows.





The sides of the two objects create a "V" barrier.





The river path object will follow the curve of the land, I didn't test the auto tool that cuts a path yet. I may just stick to custom adjustments instead of global settings.

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

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Re: Just to irritate buster.
« Reply #19 on: March 01, 2018, 03:02:26 AM »
Had a quick look at the new TE this morning. The "create all" button creates straight 10 mile long roads for every field and railways for every strat object. These are laid across the existing terrain elevations either N, S, E or W, with the TE seeming to use the direction where there is the least amount of water and/or trying to avoid crossing other fields.

The smooth terrain to grade button levels the road but vastly increases the altitude of the road in places which looks weird. The plow terrain button is more useful, cutting a valley through mountains for the road. The randomise curve button looks to be a very useful time saver, creating a snaking path for the road but based on the existing path. The build clutter mask will likely cull all the trees etc from the roads. I tried it once but it looks like it might take an hour or so to finish so I aborted it. I haven't quite figured out how to make the other properties settings do anything yet.

I figure my workflow will be; create all roads. Then for each field and strat roughly change the path to where I want it to go and also change some roads to rivers. Then hit the random curve button, the plow terrain button and then do some elevation smoothing to get things looking better. Once all the paths are set, hit build clutter mask to get rid of the trees from the routes.
« Last Edit: March 01, 2018, 03:12:13 AM by Greebo »

Offline bustr

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Re: Just to irritate buster.
« Reply #20 on: March 01, 2018, 09:31:51 AM »
I'll paint trees back into the river then use the clutter mask to test getting rid of the trees on my tiny test terrain.
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

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Re: Just to irritate buster.
« Reply #21 on: March 01, 2018, 10:06:21 AM »
Had a quick look at the new TE this morning. The "create all" button creates straight 10 mile long roads for every field and railways for every strat object. These are laid across the existing terrain elevations either N, S, E or W, with the TE seeming to use the direction where there is the least amount of water and/or trying to avoid crossing other fields.

The smooth terrain to grade button levels the road but vastly increases the altitude of the road in places which looks weird. The plow terrain button is more useful, cutting a valley through mountains for the road. The randomise curve button looks to be a very useful time saver, creating a snaking path for the road but based on the existing path. The build clutter mask will likely cull all the trees etc from the roads. I tried it once but it looks like it might take an hour or so to finish so I aborted it. I haven't quite figured out how to make the other properties settings do anything yet.

I figure my workflow will be; create all roads. Then for each field and strat roughly change the path to where I want it to go and also change some roads to rivers. Then hit the random curve button, the plow terrain button and then do some elevation smoothing to get things looking better. Once all the paths are set, hit build clutter mask to get rid of the trees from the routes.

Also you can set the grade/slope of the path in the properties window. And remember if you grade, it will start with the elevation of where the path starting point is.


Offline Greebo

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Re: Just to irritate buster.
« Reply #22 on: March 01, 2018, 10:26:27 AM »
I did have a quick play with the grade tool as well as the alpha and colour options but hadn't figured them out before I had to leave for work. I'll have another look at it tonight.

Offline bustr

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Re: Just to irritate buster.
« Reply #23 on: March 01, 2018, 10:53:19 AM »
Also you can set the grade/slope of the path in the properties window. And remember if you grade, it will start with the elevation of where the path starting point is.

Sounds like the grade function is the bulldozer function with an auto spline feature. It would be nice to have that with the bulldozer function where I could spline a path as a line in segments like the road track, then trigger the bulldozer. It could generate some interesting effects like sinuous canyons or patterns for micro terrain hills around feilds.
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

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Re: Just to irritate buster.
« Reply #24 on: March 01, 2018, 10:58:29 AM »
Sounds like the grade function is the bulldozer function with an auto spline feature. It would be nice to have that with the bulldozer function where I could spline a path as a line in segments like the road track, then trigger the bulldozer. It could generate some interesting effects like sinuous canyons or patterns for micro terrain hills around feilds.

You all ready can do that, simply create the spline road, set the alt of the terrain at the beginging and end of the path, press bull doze.

HiTech

Offline Lazerr

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Re: Just to irritate buster.
« Reply #25 on: March 01, 2018, 11:17:10 AM »
Does that barge look small in relation to that PT boat?

Offline bustr

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Re: Just to irritate buster.
« Reply #26 on: March 01, 2018, 11:23:41 AM »
You all ready can do that, simply create the spline road, set the alt of the terrain at the beginging and end of the path, press bull doze.

HiTech

And If I then delete the road object, the path I bulldozed stays in place?
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 bustr

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Re: Just to irritate buster.
« Reply #27 on: March 01, 2018, 11:48:01 AM »
Does that barge look small in relation to that PT boat?


Here are the relative sizes. This is a completely new tug object and barges.





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

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Re: Just to irritate buster.
« Reply #28 on: March 01, 2018, 11:49:21 AM »
And If I then delete the road object, the path I bulldozed stays in place?

Yes

Offline bustr

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Re: Just to irritate buster.
« Reply #29 on: March 01, 2018, 11:56:48 AM »
WoW!!!!!!!!!!!!!!!!!!!!!!!  :banana: :banana: :banana: :cheers:
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.