Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: weazel on March 07, 2002, 07:12:58 AM
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Add a blank "oildirt" runway object or allow users to create and use new variations in the editor. This would allow seamless blending with user created tiles. :cool:
The oildirt object would need to be coded as a landable object and a straight airstrip object added for combining with taxiway objects already available.
If this isn't possible could we send custom fields in for HTC approval and inclusion in future editor versions?
Give AAA guns the option to remove or replace the small texture it sits on for blending with custom textures.
When terr0016 is used automatically transistion it with terr0017, it gives added flexibility when customized and used in snowless terrains but requires manual blending.
Coastlines transistions are a combination of terr0000 & terr0001, please make adjacent tiles automatically change to terr0001 to eliminate manual blending.
:)
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As long as we are wishing, can the max. objects in the editor be highered from 10k to 15-20k?
Then we can make 512x512 maps without fields being 2 grids away from each other :)
Broesy
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Max objects will be increased.
Iv'e been looking for a free ware 3d drawing package. Dosn't have to be any thing complex, just wan't to find one that will make flat shapes for airfield layout fairly well.
It needs the following to be usfull to us.
1. Ability to make detail/sub faces, i.e. polygone hiarcy.
2. The ability to give polygons a number or label. This is needed to determan what are runways, taxyways & rearm pads ect.
3. Have a documented file format or exporter.
If one can be found we could include the ability to make your own shapes for the terrain editor.
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for a decent 3d modling thing, try GMAX (http://www.discreet.com/products/gmax/), i don't know if it has everything you want (as i don't really understand,lol), but it is the freeware version of 3dstudioMAX, so it should be good
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Originally posted by weazel
Add a blank "oildirt" runway object or allow users to create and use new variations in the editor. This would allow seamless blending with user created tiles. :cool:
The oildirt object would need to be coded as a landable object and a straight airstrip object added for combining with taxiway objects already available.
If this isn't possible could we send custom fields in for HTC approval and inclusion in future editor versions? :)
While we wait for a possible object editor.
One work around is to place a VDEPOT, FTMPLT or CITY shape first, and then place a FACTDIRT or OILDIRT on top of it.
If you exit you vehicle on the dirt section at the VDEPOT, FTMPLT or CITY area ( since these shapes are smaller than the FACTDIRT or OILDIRT shapes ) you will not get the "you have ditched message"
Pokie
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Originally posted by BenDover
for a decent 3d modling thing, try GMAX (http://www.discreet.com/products/gmax/), i don't know if it has everything you want (as i don't really understand,lol), but it is the freeware version of 3dstudioMAX, so it should be good
BenDover I'll have to look at this site closer
Pokie
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Gmax is not an option do to how they licenes the files.
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Another item that would be nice is an extra water tile for use in the PTO terrains, so we could make a lighter blue water tile for the lagoons, etc.
As for making your own airfields, you can also use the VH terrain base for a grass airfield base. You can put two (As shown below) or three in a row for making the airfield base. Although the ability to create custom 'base objects' would definitely be a cool feature.
Some 'sandbag wall' objects and 'hedge rows' would be nice as well :)
Grass Airfield:
(http://events.hitechcreations.com/terrain/Sundog/NAF-1.jpg)
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Hey All heyHitech,
The ability to edit the clutter object pattern on each tile.
3d studio max (http://www.3dlinks.com/3dprogramming_gamedev.cfm)
512x tiles?
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I think 'freeware' is the key 10Bears ;) Don't tell me they are giving 3D studio max away for free after what I paid for mine! :)
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Please don't do this. I rarely use terr0001 to tile with terr0000
If you look at my maps i use 2 tiles to transform with water sometime rock(terr0004 and farm terr0003) sometimes i use others,But i always use 2 tiles to break up the sterility of the coastline. I make 2 tiles have the same outside edges so they will tile properly.As an option ok, but for the TE to auto do this would be bad for me.
NUTTZ
Originally posted by weazel
Coastlines transistions are a combination of terr0000 & terr0001, please make adjacent tiles automatically change to terr0001 to eliminate manual blending.
:)
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what do you use to make objects?
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BenDover: Multigen
HiTech
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Blender and Strata 3D base are both free.
f.
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Originally posted by hitech
Max objects will be increased.
Iv'e been looking for a free ware 3d drawing package. Dosn't have to be any thing complex, just wan't to find one that will make flat shapes for airfield layout fairly well.
It needs the following to be usfull to us.
1. Ability to make detail/sub faces, i.e. polygone hiarcy.
2. The ability to give polygons a number or label. This is needed to determan what are runways, taxyways & rearm pads ect.
3. Have a documented file format or exporter.
If one can be found we could include the ability to make your own shapes for the terrain editor.
I know nothing about this stuff!
Anything helpful here?
http://www.planetquake.com/polycount/resources/general/
Pokie
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HT,
Take a look at MilkShape :
http://www.swissquake.ch/chumbalum-soft/
Wab
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only prob with that is that you have to register, but you can just hack the reg......
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Originally posted by hitech
Max objects will be increased.
Iv'e been looking for a free ware 3d drawing package. Dosn't have to be any thing complex, just wan't to find one that will make flat shapes for airfield layout fairly well.
It needs the following to be usfull to us.
1. Ability to make detail/sub faces, i.e. polygone hiarcy.
2. The ability to give polygons a number or label. This is needed to determan what are runways, taxyways & rearm pads ect.
3. Have a documented file format or exporter.
If one can be found we could include the ability to make your own shapes for the terrain editor.
http://www.ac3d.org
Pokie
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HUH???????? ya lost me. Fields can be 1 grid away in the TE. One grid in the TE = 1 mile square. The grigs on the map = 25 miles. So I think your confused.
NUTTZ
Originally posted by Broes
As long as we are wishing, can the max. objects in the editor be highered from 10k to 15-20k?
Then we can make 512x512 maps without fields being 2 grids away from each other :)
Broesy
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I like the "oildirt" idea, AAA Guns, I don't know, you don't want to make them too hard to see.
Terr0000 and Terr0016, I would like to see an OPTION for this. Althou this would help out ALOT, I would like to see this as an option becuase sometimes i make more than 2 tiles transition with terr0000 and terr0016. Tunisia and Perdonia are this way. I Rarely use grass to tile with water. Maybe an option what tiles we could pick to transition and then it will auto.
Terr0001 RARELY transitions with water in my maps.
NUTTZ
Originally posted by weazel
Add a blank "oildirt" runway object or allow users to create and use new variations in the editor. This would allow seamless blending with user created tiles. :cool:
The oildirt object would need to be coded as a landable object and a straight airstrip object added for combining with taxiway objects already available.
If this isn't possible could we send custom fields in for HTC approval and inclusion in future editor versions?
Give AAA guns the option to remove or replace the small texture it sits on for blending with custom textures.
When terr0016 is used automatically transistion it with terr0017, it gives added flexibility when customized and used in snowless terrains but requires manual blending.
Coastlines transistions are a combination of terr0000 & terr0001, please make adjacent tiles automatically change to terr0001 to eliminate manual blending.
:)
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HiTech, what If the TE people have a 3d program, I have 3d studiomax, is it possible to make objects in this program that are usable with AH?
NUTTZ
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NUTTZ, i know they can be closer together. However if you have 512x512 maps you needs tons more base then just the regular 80 we have now. If you take 80 bases and spread them over a 512x512 map they are about 2 grids (50 miles) apart :)
Not confused,
Broes