Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Strip on December 07, 2009, 05:32:10 PM
-
Available for download!
Strip
-
Does it require the entire 191mb d/l or is there an update link somewhere?
-
Looks like fresh install....
:(
Strip
-
Cool. I'm always afraid of losing everything when we have those. :lol.... :uhoh
-
Me and my son are chilling out together tonight, can you let us know of any major additions?
Strip
-
Only looked through it, but the new building objects/city blocks are in there.
-
Sweet!
:aok
-
Unlike the old CT city blocks that are built directly onto an old, un-matching version of farmland (of all things), the new city blocks have a semi-transparent base which blends into the terrain texture underneath. Good thinking HTC! :aok
-
OE is still broke for me...
:cry
-
Yeah OE still crashes on start up for me aswell.
-
I went ahead & reported it in the bugs forum. :frown:
-
I can open OE now and it opened ok last week too. :headscratch:
However, my OE related problem is, how we are supposed to edit the 1x1 mil terrain object tiles to match the 2x2 miles terrain type textures? Every terrain object tile is repeated 4 times over the texture in TE and in game, but in OE the texture loaded under the object tile only covers the tile area (=1x1 miles). Thus the texture gets shrinked 50% and is of no help for object placement.
-
Opps, I misunderstood your question, sorry.
The 2048 textures don't shrink to 1 mile, they stay at 2 miles square and the tile is repeated over the 4 quadrants, or said another way, the tile repeats 4 times over the area of the texture.
-
Yup, Easy. In TE and in game they do, but OE only deals with them 1x1 miles object tiles. The terrain texture can be loaded under the object tile in OE, just for reference, but like you said the trexture is 2x2 miles. That is the conflict. In OE it (the reference texture) is shrunk to fit the 1x1 tile area regardless of its original size.
-
It just dawned on me what you're trying to do and why. :lol
I think you'll need to break up the textures into 4 at 1024 x 1024, and use them as your layout map. :aok
-
Yes, Easy, that is one way.
But the one and same object tile should still match all of those 4 texture parts. If I make changes to objects to match one texture part, I cannot be sure how they would match to other 3. Then if I check the second part and make adjustments, it might go wrong for the first one :(
-
Try this?
Take your existing 1024x1024 texture and scale it down to 515x512. Then duplicate it four times on a blank 1024x1024 sized bmp. You will lose definition but everything will match up regardless of what tile its in. Sorry I cant offer more....
Strip
-
Strip,
thanks for the try, but that would work if the terrain texture was repeated 4 times under the terrain object tile. But it is the other way around, the object tile is repeated 4 times over the terrain texture.
The OE simply handles stuff that is max 1x1 miles, while the terrain textures cover 2x2 miles.
The easiest solution would be to revert back to the old 1x1 mile terrain texture, and to copy it 4 times, kinda like Strip suggested. But that would lose the terrain variation offered by the new texture cover, and kinda defeat its intended purpose, wouldn't it? :)
-
Damn this thing doesn't work every time I open it up it just freezes and says its not responding?? is this a common thing for vista? :mad:
-
Dont tell anyone but you can use 2048 and 4096 square textures for the terrain.
:angel:
(Not that it would be allowed in an online terrain but you can do it.)
Strip
-
Blauk, On most tiles you really can no longer match the textures with the objects simply because many pieces of different textures will be placed with different objects in the 1/2 mile square.
HiTech
-
Yup, HT
I was not even getting that far in my thinking yet. I was still thinking of a single terrain type areas. (2x2 miles of same type)
But since you mentioned the mixed types, how are the visible objects chosen on a mixed, or even blended, terrain areas? One square mile has 8x8 squares for terrain types, right?
- Do each small parts of terrain type and texture pick the object from their own object tile?
OR
- Does the one square mile always have just one and same object tile? If so, what decides it... the one type most frequent on the square, the one located at the middle or at some corner?
- How are the objects selected when blending 2 terrain types?
I suppose I can try to figure it out later with the TE myself, but just thought of asking about the principle :)
-
Add me in on those please.
-
Ok, I think I have it figured out. I think HT already pointed to this direction, but I just did not understand the whole picture.
The objects change one quarter mile at a time (1/2 x 1/2 miles) and the objects are decided by the most numerous type over that same area. In case of a tie, the type with lower id number wins.
Here is an animated GIF of how it goes from Evergreen forest to Grass and back. The borders are not so clear, because the fade goes from higher id numbered type (Forrest) over the lower id numbered one (Grass).
I also tried different patterns, not only the lines like in the animation. Same result. And the same goes when using 2 types blended. Full (whole quarter mile) blend of Forrest and Grass shows grass objects, but changing just one spot to unblended forest, shows forest objects. Same goes with several different types on one quarter mile... most numerous type still decides it.
(http://koti.welho.com/skukkone/kuvia/tex_obj.gif)
-
Ah, that explains why I couldn't lay down a 1/8th mile wide strip of grass.
Thanks.
-
Correct Blauk