Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: mrmidi on October 13, 2007, 08:45:44 AM
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It's been awfull quiet in the Terrain Editor threads since the
removal of the H2H. Has every one quit working on stuff, and given up?
Surely not... lets talk about something...:)
midi
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Nope. Still working on my MA Terrain, in the few odd minutes a day I get to do so.
Struggling right now with the fact that the veh spawn points just aren't working out quite as I'd envisioned - what seemed like too close when I was designing the terrain seems like too far now that I'm driving from them...
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sent my map in and skuzzy is looking at it when he gets time.
been working on another map for the MA but not going to rush till i find out about my first one.Plus i think there may be a terrain update pretty soon
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I know the feeling Gastly....btw congrats on the recent event..:aok
I've been doing some work on a square mile mountain shape....
(http://www.mrmidi.net/images/AH/mount2.jpg)
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Good deal Rogerdee any word on it yet?
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Originally posted by Ghastly
Nope. Still working on my MA Terrain, in the few odd minutes a day I get to do so.
Struggling right now with the fact that the veh spawn points just aren't working out quite as I'd envisioned - what seemed like too close when I was designing the terrain seems like too far now that I'm driving from them...
On the small clipboard map, left click and turn on 'Show Circles'. In the editing window you'll see a circle drawn at 5 miles from all the bases to aid in spawn point placement. If your spawn point requires a long up-hill drive, move it somewhere else, or move it closer to the target base to keep the drive time about 10-15 minutes.
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Working on a sea map, probably won't be finished for months;)
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Originally posted by mrmidi
I know the feeling Gastly....btw congrats on the recent event..:aok
I've been doing some work on a square mile mountain shape....
(http://www.mrmidi.net/images/AH/mount2.jpg)
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Good deal Rogerdee any word on it yet?
Thats amazing mrmidi!:O
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no nothing of late been in there a couple of weeks but skuzzy was on holidays and then been busy with other stuff,hope to hear something next week
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MrMidi,
any thoughts of the lods on that shape? How can you make the transition from one lod to another smoothly and at what distances?
How will it blend to adjacent miles squares?
I have been working on slightly similar (larger terrain objects) and just wondered how you have approached this.
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Haven't delt with the LOD's yet, still working on vertices, and surface
numbers, they are still a little high but I don't want to decrease the
detail very much by eliminatein to many.
As far as the transistions to adjecent tiles, I plan for it to be used
along with a snowy rock texture in the adjecent tiles so the overlay
and alfa textures for those should take care of the blending.
...
midi
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Hmm... if 10-15 minutes is the target, then I'm probably just about right.
It's just that 10 minutes of driving a tank from spawn to target feels like like forever to me - unlike flying, where 10 minutes goes by in an eye blink.
!
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cc Midi :aok
Are you building it already polygonwise so that it can be easily sliced into those 8 triangular groups covering the mile square, or will you simply use the OE's Slice object function.
I suppose the slice function does a good enough job, but it will also create more polygons.
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Originally posted by Ghastly
Hmm... if 10-15 minutes is the target, then I'm probably just about right.
It's just that 10 minutes of driving a tank from spawn to target feels like like forever to me - unlike flying, where 10 minutes goes by in an eye blink.
!
That's not set in stone. On every one of my maps the average is 3 miles from spawn to target. That's about a 7 minute ride in a panzer. Some are as close as 5 minutes as the crow flies. That's why I laugh when I hear the spawns are to far away.
The original general idea was to make the base to base ride on the ground as long as a flight would take in the air. But we all know that doesn't happen on most maps, especially GV base to GV base.
Just don't put the spawn 1 mile away. :)
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Actually Blauk it's one 5280 x 5280 sq. ft. shape.
1 large object, If I try to slice it then parts of it will be over the pie slices
and that creates a problem. So it's one big shape I set down in a grid
square, not a tile it's self as in the below image.
(http://www.mrmidi.net/images/AH/ahss44.jpg)
midi
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cc Midi :)
It looks very nicely even like that on a flat 1x1 mile area.
What I was after, was a possibility of using it as a terrain tile. Each of the 8 slices would then get automatically formed according to the actual terrain under it. The same way the trees always point up even on steep slopes.
However, it might not look so nice if the object was repeated over and over, since the object's polygon edges would always have to touch the actual ground at the mile edges. I mean that the mile edges (their straight forms) would likely stand out from the mountain forms :(
Of cource you could then create some surrounding objects which would kind of act as 3d transition objects around the main shape...
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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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P.S. Excellent excellent work. I wish the in-game mountain ranges looked like that. Maybe in Aces High III?
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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?? ;)
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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";)
(http://img247.imageshack.us/img247/7564/wint3td3.jpg)
(http://img174.imageshack.us/img174/3821/stree4fy2.jpg)
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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:
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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......
(http://www.mrmidi.net/images/Mount20Everest.jpg)
midi
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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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I see Midi, that was just imho:)
But you could make it 4 sq.miles tho...(:t )
And at Blauk- grr, picky!
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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
(http://www.warezhouze.1g.fi/Here/AH/pics/Xrace_mnt/C1.jpg)
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
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Moving right along here...
new clip board map for my terrain...
Thanks Dux....:aok
(http://www.mrmidi.net/images/AH/Leyte512.jpg)
midi
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I was working on this but got caught up in "external activities" after H2H closed.
(http://www.onpoi.net/ah/pics/users/917_1193012176_choice1.jpg)
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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.
(http://www.onpoi.net/ah/pics/users/917_1193062636_tunnel1.jpg)
This image shows the jeep entering the tunnel proving that it is accessible and causes no bugs.
(http://www.onpoi.net/ah/pics/users/917_1193062941_tunnel2.jpg)
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.
(http://www.onpoi.net/ah/pics/users/917_1193062973_tunnel3.jpg)
This image shows what happens once you leave the face which is climbable.
(http://www.onpoi.net/ah/pics/users/917_1193063007_tunnel4.jpg)
Here are some of the design images.
(http://www.onpoi.net/ah/pics/users/917_1193063039_design1.jpg)
(http://www.onpoi.net/ah/pics/users/917_1193063074_design2.jpg)
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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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" :)
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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.