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#3867472 - 11/25/13 12:21 PM Re: FARP and Airbase improvements [Re: SKIP2008]  
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messyhead Offline
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Originally Posted By: XIII
Wow realy nice, especially this shading Hesco.Please increase this H so that was the size of barriers.


Originally Posted By: SKIP2008
Good job messyhead, thank you.


Thanks. I'm happy with the barriers as they are. I'm just working on the tents now. I'm going to change the layout of them. At the moment, the tents are all quite small, and mostly in circle or semi-circle layout. I'm going to change them to be laid out more regular, and also update the radar vehicle to be either the AN/MPN-14 for the more established FARPs or the AN/TPN-19 for the smaller FARPs.

When I looked through the radar object used at the moment, there's either a cluster of larger vehicles, or some antennas. So the larger vehicles will be replaced with the MPN-14, and the antennas will be the TPN-19.

#3867537 - 11/25/13 03:10 PM Re: FARP and Airbase improvements [Re: messyhead]  
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found it. farp objects are excluded from collision calculations in co_force.c

Code:
if ((get_local_entity_int_value (object, INT_TYPE_OBJECT_3D_SHAPE) != OBJECT_3D_FARP_MAT) &&
(get_local_entity_int_value (object, INT_TYPE_OBJECT_3D_SHAPE) != OBJECT_3D_FARP_MAT_GREY))

#3867547 - 11/25/13 03:31 PM Re: FARP and Airbase improvements [Re: thealx]  
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messyhead Offline
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Originally Posted By: thealx
found it. farp objects are excluded from collision calculations in co_force.c

Code:
if ((get_local_entity_int_value (object, INT_TYPE_OBJECT_3D_SHAPE) != OBJECT_3D_FARP_MAT) &&
(get_local_entity_int_value (object, INT_TYPE_OBJECT_3D_SHAPE) != OBJECT_3D_FARP_MAT_GREY))


Hmmm, interesting. Must be to stop mis-haps when taking off and landing.

I saw your other post as well about the collision object, and it's made me realise I'll need to redo the LWO and LWS files so that the Farp mat and the hesco are separate objects in the scene. At the moment, I've just modified the Farp mat to have the hesco barrier as part of the same object.

I think separating them will also make the hesco collidable as they're not part of the OBJECT_3D_FARP_MAT

#3867618 - 11/25/13 06:36 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Originally Posted By: messyhead
...
Hmmm, interesting. Must be to stop mis-haps when taking off and landing.
...

This makes a lot of sense - watching landings by the AI/autopilot there's often a slide along the ground (sometimes sideways) before the actual 'landing' and subsequent stop.
Might need to modify my own landing technique after this...

#3867860 - 11/26/13 07:45 AM Re: FARP and Airbase improvements [Re: Doctor_Wibble]  
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messyhead Offline
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Originally Posted By: Doctor_Wibble
Originally Posted By: messyhead
...
Hmmm, interesting. Must be to stop mis-haps when taking off and landing.
...

This makes a lot of sense - watching landings by the AI/autopilot there's often a slide along the ground (sometimes sideways) before the actual 'landing' and subsequent stop.
Might need to modify my own landing technique after this...


Well, when I was looking at the FARP scene files, the landing and take off paths are actually shown as lines in the scene, and I think there are objects for each take off and landing path, so they might be able to get tweaked to avoid hitting the hesco barriers or the larger tents when I introduce them.

#3871213 - 12/03/13 10:38 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Some screen messyhead?This modification will change the whole game, and waiting for her with longing;)
Btw I think I found a great place to large base, tents, and everything else.

on both sides there is always a lot of space.
You can do close concrete tents as in the picture,

and beyond the whole a large base.It's just an idea, of course;)I can help with the arrangement models, texturing, etc.

Last edited by XIII; 12/03/13 10:42 PM.
#3871373 - 12/04/13 07:56 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Yeah, the airbases are pretty simplistic at the moment. I think I might work on the heli base above to add the tents to first. There's 13 different Farp layouts for both the American and Russian side, that would all need individually edited. So I think it might be quicker to start with the airbase above.

I've finished the main tents that I want to use, although I might need help with texturing. I'll try and post up some shots of the 2 tents I'm hoping to use for the American side, and I have 2 different looking tents for the Russian side.

I'm still not decided whether to keep some variation of the layouts in the Farps. At the moment, each one has a different layout and number of tents, I suppose to try and show the hurried state in which they are meant to have been deployed. But I'm going to make them more organised, as they are really mini-forward airbases rather than just Farps.

#3872442 - 12/06/13 02:16 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I've tried adding some new tents to the airbase, but for some reason the interior is see through. I've set the tent surface to double sided. Do the polys need to be double sided as well?

There's also some weird lighting going on with them.


#3872446 - 12/06/13 02:20 PM Re: FARP and Airbase improvements [Re: messyhead]  
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converters (and eech?) doesn't support double sided textures. just duplicate polys and flip.
but, to get proper normals calculation you should make interior polygons by different surface. otherwise lighting effect will be similar to your picture (maybe polygons already duplicated but not flipped?)

#3874008 - 12/09/13 10:51 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I made the tent object from scratch as the one I was using had quite a lot of polys. So I made the tent and the hesco barrier much simpler.

But when I convert it, in game it's all messed up.



I thought maybe it was due to the tents being duplicated, but even when I reduce the number, they're still not right.



This is how it looks in Lightwave.




I'm getting annoyed with this, and actually just want to get back to my Blackhawk project. Does anyone else want to pick this up and I'll send the files.

#3874020 - 12/09/13 11:20 PM Re: FARP and Airbase improvements [Re: messyhead]  
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edIT I was wrong. NVM do not know what your problem is.

Moved my post to my thread wink

Last edited by XIII; 12/09/13 11:37 PM.
#3874170 - 12/10/13 06:48 AM Re: FARP and Airbase improvements [Re: messyhead]  
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I have used the same surface for the tent. But I'm not sure what is wrong with that. Many objects in the game uses the same surface.

I might try having the tent as separate objects in the scene and compile a new exe for them. I might also try using the old converter to see if it makes a difference.

Otherwise I'm going to shelf it for now, and just include the helo around the farp pads in a future release.

#3874388 - 12/10/13 05:24 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Hmmm I opened the scene FARP and have a picture.


how can I find what you have in the screenshot, that this scene?

in all other scenes are objects.Everything is simple. And here I do not know where to look for?

#3874405 - 12/10/13 05:48 PM Re: FARP and Airbase improvements [Re: messyhead]  
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The screenshots I posted are of the Airbase, not the FARP. The FARP scene is really just a reference to all the objects that make up the FARP e.g FARP pads, tents, vehicles, even including the take-off, landing, and troop insertion flight paths.

The object that I modified to add the Airbase tents is called 026B.LWO. Ideally I should add the tents to the scene as a reference to the new tent object, then add the new reference in the code as well.

I'm going to try one or two other things before I move on to my Blackhawk project again, and I'll upload the FARP hesco as well.

#3874410 - 12/10/13 05:59 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Thanks ! But how i can find this all airbases in objects folder ?Airbase* or similar not work .You can list please all of these objects (or scenes)besides 026b? I no have repo.

#3874437 - 12/10/13 06:52 PM Re: FARP and Airbase improvements [Re: ]  
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Originally Posted By: XIII
Thanks ! But how i can find this all airbases in objects folder ?Airbase* or similar not work .You can list please all of these objects (or scenes)besides 026b? I no have repo.


Try searching in the Objects folder for Airport or American

#3874452 - 12/10/13 07:13 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Thank you wave2

#3874773 - 12/11/13 08:53 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Originally Posted By: messyhead
I made the tent object from scratch as the one I was using had quite a lot of polys. So I made the tent and the hesco barrier much simpler.

But when I convert it, in game it's all messed up.
[...]


On the one hand, weird, but on the other - this looks horribly familiar from back when I was doing quake/unreal maps where everything looked fine until you compile and play it and can't find the door because it's now up in the sky perched on a 300-foot wafer-thin floor tile of exactly the sort that you spent ages positioning just perfectly...
Just to say this happens everywhere and has done for years, may or may not be the same problem.

First theory though (not knowing the internals here), I'd take a look at the object or group names to see if there's scope for truncation and/or overlap, and try shortening them. It looks like it has all the right nodes, just in the wrong order winkngrin so there's also the possibility that changing/adding/removing/splitting object grouping would make a difference.


#3874889 - 12/11/13 02:46 PM Re: FARP and Airbase improvements [Re: messyhead]  
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welcome in Afghanistan wink




#3874913 - 12/11/13 03:27 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Crates! Now all I need is my crowbar neaner

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