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General Forums => Aces High General Discussion => Topic started by: hitech on February 27, 2018, 02:25:16 PM

Title: Just to irritate buster.
Post by: hitech on February 27, 2018, 02:25:16 PM
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=391980.0;attach=29272)
HiTech
Title: Re: Just to irritate buster.
Post by: The Fugitive on February 27, 2018, 03:21:52 PM
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=391980.0;attach=29272)
HiTech

LOL!!! Nice!
Title: Re: Just to irritate buster.
Post by: Bruv119 on February 27, 2018, 03:22:47 PM
can it be blown up? 
Title: Re: Just to irritate buster.
Post by: JimmyC on February 27, 2018, 03:28:12 PM
Shhhheesh..
Don't irritate bustr..
Or you have to Go make a map...


I am so looking forward to the new lines of communication..jinxs rail yard hints sound awesome too
Any up date Boss man?
<<S>> Jimmy
Title: Re: Just to irritate buster.
Post by: Dundee on February 27, 2018, 03:42:23 PM
can it be blown up?

Now that would be interesting if that were a possibility ....... just have to figure out who's country damage profile it would be charged to....or maybe it would be just neutral
Title: Re: Just to irritate buster.
Post by: hitech on February 27, 2018, 04:09:08 PM
The image is not about the bridge, they have always been around.

And bridges blowing up is a terrain design choice.We have always been able to make the destroyable, but choose not to.

HiTech
Title: Re: Just to irritate buster.
Post by: Volron on February 27, 2018, 05:17:26 PM
The real questions here are, 1) Can PT boats use it; 2) Can LVT's use and go through it?

 :D
Title: Re: Just to irritate buster.
Post by: Max on February 27, 2018, 05:50:35 PM
I see Bigfoot's foot prints
Title: Re: Just to irritate buster.
Post by: bustr on February 27, 2018, 07:19:29 PM
You are a badddd man. You don't have to worry about the shore angle when you set down your bridges. It's good to be the coad master, coad master make's the shore fit the bridge.... :salute

I've seen the object named RIVER in the skin viewer, do you have that set to allow PT and LVT to move on it's surface while stopping planes and tanks?

Oh,,,can this path be fed into itself clean to build forks and does it make a seamless transition into the ocean and lakes at river mouths?

Irritated, it's more like worried about how resupply paths will run and how I will have to shoe horn that into my terrain. Or does it auto populate once all the fields are setup and I run a function that detects all of the feilds and strats and auto maps the rail and roads. Or do I visit each by hand and pull some specified distance of rail or road and set depots at each end.... and any bridges needed along the way for the path.... :rolleyes:

At least you don't make this boring...... :O
Title: Re: Just to irritate buster.
Post by: oboe on February 27, 2018, 07:44:20 PM
This is making me pretty excited.

Any chance we could also get tunnels through mountains for the RR tracks?   This might allow the track to have more believable inclines when going over rugged terrain.  Even if its a simulated tunnel, whereupon each RR car disappears as it reaches the tunnel entrance and reappears at the exit after the appropriate passage of time.   Might look pretty realistic from a distance.  And of course the lesser grades required for tracks to go over mountainous terrain would also look more realistic.

Train tracks also have a habit of following alongside rivers...
Title: Re: Just to irritate buster.
Post by: Mongoose on February 27, 2018, 08:23:21 PM
The image is not about the bridge, they have always been around.

And bridges blowing up is a terrain design choice.We have always been able to make the destroyable, but choose not to.

HiTech

Is this a setting that could be changed in a custom arena, or is it part of the terrain?
Title: Re: Just to irritate buster.
Post by: atlau on February 27, 2018, 11:03:27 PM
Am i hallucinating or do screen shots always look 2x better than the in play graphics. Im running a 1060 with medium high settings.
Title: Re: Just to irritate buster.
Post by: BowHTR on February 28, 2018, 04:58:24 AM
Am i hallucinating or do screen shots always look 2x better than the in play graphics. Im running a 1060 with medium high settings.

My in-game looked about like that in my old comp using a GTX750. Might want to check over your settings.

Here is what mine looked like with a 750: https://youtu.be/xrZDJwcpp6o (https://youtu.be/xrZDJwcpp6o)
Title: Re: Just to irritate buster.
Post by: Mister Fork on February 28, 2018, 09:45:01 AM
The image is not about the bridge, they have always been around.

And bridges blowing up is a terrain design choice.We have always been able to make the destroyable, but choose not to.

HiTech
Nice stone pattern on that bridge there HT.  I wonder - if you drive over it, does it sound like cobblestones?
Title: Re: Just to irritate buster.
Post by: Greebo on February 28, 2018, 02:17:12 PM
Is this a setting that could be changed in a custom arena, or is it part of the terrain?

When a terrain designer inserts an object into a terrain he has to select a descriptive value for it. So for example shore batteries are tagged as "hard gun battery" and this setting tells the game how much ord is required to destroy it and how its displayed on the clipboard map. For MA maps bridges are set to "barrier" which makes them indestructable, but for a special event map they can be set to something else so they can be destroyed.

What I notice about HT's screenshot is that the road runs across the river, as if the terrain editor now automatically inserts the bridge into the route wherever it is needed.

I hope that the new strat convoys are made to matter more. In the early days of AH I recall attackers had to take the supply convoys out to prevent destroyed field objects coming back up quickly, but that the convoys were made progressively less important and so players generally ignored them.
Title: Re: Just to irritate buster.
Post by: bustr 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.
Title: Re: Just to irritate buster.
Post by: bustr 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?


(https://s20.postimg.org/yoqa64gnh/medtst527.jpg)
Title: Re: Just to irritate buster.
Post by: bustr 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.


(https://s20.postimg.org/fstse3tn1/medtst528.jpg)


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.


(https://s20.postimg.org/5virl5gx9/medtst532.jpg)


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.


(https://s20.postimg.org/4gh6wfnjx/medtst533.jpg)


(http://Tank stopped at the edge of the river, and I was able to use reverse and back away.)


(https://s20.postimg.org/sk7ykpql9/medtst534.jpg)
Title: Re: Just to irritate buster.
Post by: bustr on February 28, 2018, 10:45:44 PM
The results of testing branching a river into two flows.


(https://s20.postimg.org/xvmv5ccn1/medtst529.jpg)


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


(https://s20.postimg.org/t9qqwzbod/medtst530.jpg)


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.

(https://s20.postimg.org/n8t1zwwrx/medtst531.jpg)
Title: Re: Just to irritate buster.
Post by: Greebo 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.
Title: Re: Just to irritate buster.
Post by: bustr 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.
Title: Re: Just to irritate buster.
Post by: hitech 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.

Title: Re: Just to irritate buster.
Post by: Greebo 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.
Title: Re: Just to irritate buster.
Post by: bustr 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.
Title: Re: Just to irritate buster.
Post by: hitech 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
Title: Re: Just to irritate buster.
Post by: Lazerr on March 01, 2018, 11:17:10 AM
Does that barge look small in relation to that PT boat?
Title: Re: Just to irritate buster.
Post by: bustr 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?
Title: Re: Just to irritate buster.
Post by: bustr 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.


(https://s20.postimg.org/ul8lzuzel/medtst535.jpg)


(https://s20.postimg.org/bg5cq3sgd/medtst536.jpg)
Title: Re: Just to irritate buster.
Post by: hitech on March 01, 2018, 11:49:21 AM
And If I then delete the road object, the path I bulldozed stays in place?

Yes
Title: Re: Just to irritate buster.
Post by: bustr on March 01, 2018, 11:56:48 AM
WoW!!!!!!!!!!!!!!!!!!!!!!!  :banana: :banana: :banana: :cheers:
Title: Re: Just to irritate buster.
Post by: bustr on March 01, 2018, 12:42:55 PM
I checked visual only for the river object and it was not deleted when I checked create all and did the resupply roads. This is neat......


(https://s20.postimg.org/gjwme5b8d/medtst539.jpg)
Title: Re: Just to irritate buster.
Post by: bustr on March 01, 2018, 02:49:49 PM
Playing around with bridges and roads.


(https://s20.postimg.org/444yhcvvx/medtst540.jpg)


(https://s20.postimg.org/hl1x08dx9/medtst541.jpg)
Title: Re: Just to irritate buster.
Post by: bustr on March 01, 2018, 06:34:59 PM
Wonder what's under the tarp.


(https://s20.postimg.org/3u21c11l9/medtst544.jpg)
Title: Re: Just to irritate buster.
Post by: MajWoody on March 01, 2018, 08:38:12 PM
Some kind of V weapon.  :)
Title: Re: Just to irritate buster.
Post by: Devil 505 on March 01, 2018, 09:33:28 PM
Wonder what's under the tarp.


(https://s20.postimg.org/3u21c11l9/medtst544.jpg)

More tarps.

Title: Re: Just to irritate buster.
Post by: JimmyC on March 01, 2018, 09:53:29 PM
Just water tanks... :noid
Title: Re: Just to irritate buster.
Post by: Mister Fork on March 02, 2018, 10:47:42 AM
Wonder what's under the tarp.

Disassembled Horten Ho 229.  :x
Title: Re: Just to irritate buster.
Post by: Oldman731 on March 02, 2018, 10:55:14 AM
Wonder what's under the tarp.


Tail guns for the Ar-234s.

- oldman
Title: Re: Just to irritate buster.
Post by: Spikes on March 02, 2018, 12:52:55 PM

Tail guns for the Ar-234s.

- oldman
I lol'd.
Title: Re: Just to irritate buster.
Post by: bustr on March 02, 2018, 03:33:09 PM
Yep....now I'm irritated!!!!!!


To get that convoy road to run over that bridge the segment that runs under the bridge has to be divided into 7 segments to match the bridge's road bed surfaces. Then each segment has to be elevated to match each road bed segment. And the smaller you make a segment, they squirrel all over the place. And while you are trying to grab them you grab the river becasue it's segment is right there.........  :rolleyes:


I got it to work......... :rofl :rofl


(https://s20.postimg.org/4mixzjgi5/medtst546.jpg)


(https://s20.postimg.org/z3ysr2w59/medtst547.jpg)
Title: Re: Just to irritate buster.
Post by: Greebo on March 02, 2018, 04:26:08 PM
Wouldn't it be easier to just use the flat bridge?
Title: Re: Just to irritate buster.
Post by: bustr on March 02, 2018, 04:35:32 PM
And I stop using the arched bridge when some places it works better than others?

Next time I know to break the default segment at the bridge down into 7. And probably lay the river down after I match the arch. This has all been irritating making it work becasue it's all a bunch of ad lib fiddling.
Title: Re: Just to irritate buster.
Post by: Odee on March 11, 2018, 07:08:35 AM

And bridges blowing up is a terrain design choice.We have always been able to make the destroyable, but choose not to.

HiTech

Is that because there is no traffic, other than player GV's on bridges that would affect gameplay?