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#3865684 - 11/21/13 08:11 AM FARP and Airbase improvements  
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All of the files for the HESCO barriers, tents and hangars are in the zipped file below;

http://1drv.ms/1EPv3E2

The American Airport 01 with the updated tent and hangar objects (although it also works for some Russian Airports) is in the Airport folder, and the file is named 026B.EEO.

Copy the file into the cohokum\3ddata\objects folder.

The texture for the hangar is in the tent2\tex folder, named ALU_Hangar.tga

Copy the file into the cohokum\graphics\textures\general folder.








The FARP Hesco barriers have been added to the game in the latest updates from the Cockpits improvement program




Last edited by messyhead; 05/12/15 08:20 AM.
#3865704 - 11/21/13 11:11 AM Re: FARP and Airbase improvements [Re: messyhead]  
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I triedadd too small hangar,but it did not make sense, because each helipad is rotated,and does not it look good.This requires a deeper scene editing,Too hard for me.

Something like this.

#3865712 - 11/21/13 11:54 AM Re: FARP and Airbase improvements [Re: messyhead]  
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It's step in the right direction. Could you send me the hangar and other objects you used?

#3865715 - 11/21/13 12:02 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Sorry ,i only tried frown Only in Modeler, I can not work scene.I just copy some hangar from game, and pasted into FARP.When I saw that every FARP is randomly rotated and objects overlap, I left it.

#3865730 - 11/21/13 12:46 PM Re: FARP and Airbase improvements [Re: messyhead]  
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In the Europe campaign, they put choppers in bases surrounded by trees and also in open spaces between the buildings in the factories.

I liked that.


What's in the box? C'mon, what's in the boooox?
#3865734 - 11/21/13 12:57 PM Re: FARP and Airbase improvements [Re: messyhead]  
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It's a good idea to replace several smaller FARP one larger base.If you will do this messyhead ,  I can prepare some textures Hesco and hangar,and other.

Last edited by XIII; 11/21/13 01:06 PM.
#3865738 - 11/21/13 01:12 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I'll have a look into it.

I was thinking that the landing pad object could be modifies to include the Hasco barriers. I've also noticed on the maps that there seems to be a Farp object, and you can find the edge of it. I've noticed it on some desert maps where you can see the entire size of the farp, and the edge is raised above the surrounding terrain. So there must be a way to define the perimeter, and place Hasco barriers along it. I'll have a look and see what I can find. It would be good to have the Farps improved.

#3865740 - 11/21/13 01:17 PM Re: FARP and Airbase improvements [Re: messyhead]  
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With HESCO there is no problem. With larger obiects (tent) around FARP is a problem.

Last edited by XIII; 11/21/13 01:19 PM.
#3865747 - 11/21/13 01:30 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I had a quick look in the code repo, and there are objects called OBJECT_3D_AMERICAN_FARP (01-13) and the same for the Russian side. So it could be there are 13 different Farp layouts for each side, which are then placed on the map when it's generated.

I'm at work just now, but I'll have a look at the objects when I'm at home and see if they can be edited to add extra objects to them, that don't interfere with the landing pads or layout.

#3866349 - 11/22/13 08:55 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Has anyone ever seen this in the game? I can't remember seeing it on a FARP.




Looking at the Farp LWS files, they seem to just hold references to all of the objects that make up the FARP. So the image above was one of the objects referenced in the scene.

It looks like if I add reference to new objects, they should be included in the FARP. I'm going to give it a try and see.

#3866356 - 11/22/13 09:54 AM Re: FARP and Airbase improvements [Re: messyhead]  
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I never seen that but I've seen parachutes draped over crates scattered around the FARPs and Airbases after a cargo plane flies over on a supply mission.


What's in the box? C'mon, what's in the boooox?
#3866391 - 11/22/13 12:45 PM Re: FARP and Airbase improvements [Re: messyhead]  
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So I did a quick edit of one of the tent objects, using a new tent I downloaded. It's untextured, but it looks a lot better than the original one.



Here you can see it next to the old large tent object




I've also got these ones to use.




I'll just need to work on the textures, I've got the textures files for the first tent, but they're DDS files so I need to try and convert them. I'll probably also need to create desert and winter versions. Anyone good with textures?

It looks like I'll be able to improve the FARP objects quite easily. Also looking the radar and support vehicles.

#3866400 - 11/22/13 01:03 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Send me all the files, lwo and graphics.ie Replace your old model to new to a particular lwo file.I did remap in Iwo.

#3866410 - 11/22/13 01:23 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I fixed the textures now. I just need to work on the spacing in the LWS file so they're not overlapping. I might use a new layout altogether.





I'll also need to change the collision object and the lower LOD model.

I was doing this quickly as a proof of concept really, to see how easily it could be done. There's a few new FARP buildings that I'm going to use. not just all tents.

Last edited by messyhead; 11/22/13 01:24 PM.
#3866414 - 11/22/13 01:27 PM Re: FARP and Airbase improvements [Re: messyhead]  
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looks good smile bigger = better, most of the objects in eech is terribly small.

Last edited by XIII; 11/22/13 01:32 PM.
#3866479 - 11/22/13 04:09 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Yes, it's looking very good indeed! Keep up the excellent work wink

#3866774 - 11/23/13 08:19 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Hesco barriers in place...






#3866789 - 11/23/13 10:31 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Made some slight improvements. Reduced the amount of polys, and made them a bit smaller, so you can at least see over the top of them now. The previous ones were taller than the helos.






#3866795 - 11/23/13 11:14 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Wow realy nice, especially this shading Hesco.Please increase this H so that was the size of barriers.

#3866841 - 11/23/13 03:16 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Good job messyhead, thank you.

#3867472 - 11/25/13 12:21 PM Re: FARP and Airbase improvements [Re: SKIP2008]  
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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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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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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

#3874942 - 12/11/13 03:56 PM Re: FARP and Airbase improvements [Re: messyhead]  
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They look good, but do they not seem a bit big? Compare to the CH53 next to them. I'm not being critical, but I was thinking of adding accommodation tents rather than hangers. If you want to add hangers for the Helos, then that's good, but they should look like hangers.

The tents I was working are available here;

EDIT: Out of date links removed

Last edited by messyhead; 12/13/13 03:33 PM.
#3874967 - 12/11/13 04:54 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Hi XIII what textures are you using for hellfires and rocket pods? They looks really good.

#3876196 - 12/13/13 12:37 PM Re: FARP and Airbase improvements [Re: messyhead]  
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If at first you don't succeed....


I couldn't quite give up on this yet. I fixed some of the polys and it's now working. Although I couldn't make the doors or windows. I was use Boollean subtract to make them, but every time it was converted in game, the front was always solid. So it could probably be textured to have doors and windows instead. I'm not much good at texturing, so does someone want to try it?








Last edited by messyhead; 12/13/13 06:24 PM.
#3876313 - 12/13/13 03:43 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I've updated the first post with links and screens.

#3876402 - 12/13/13 05:50 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Woah good hangars yep Sorry I've been away a few days .Eech needs large objects imo,My theses were hangars, it was just a test as it looks. I don't know how look light hangers in Russia.On the Russian airport also can add a lot hangars.

#3877140 - 12/14/13 09:10 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I sent on pm.If I may suggest the  It proposes to add some sort of antenna.Without any textures, just copy/paste and black surface.Check radio*.* on objects.There are some very nice antennas.

#4115450 - 05/03/15 11:47 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Hi. I've uploaded all the files I had for FARP and Airbase improvements. They are linked below, in case anyone wants to try working on them.

One plan I had was to add better and more tents to the FARPs.

http://1drv.ms/1EPv3E2

#4118801 - 05/11/15 03:01 AM Re: FARP and Airbase improvements [Re: messyhead]  
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The files in post #1 in the drop box file hosts are no longer there.

Can you please re-up them, messyhead?

Thanks!

#4118831 - 05/11/15 07:59 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Sorry, I deleted my Dropbox account a while ago.

All the files are in the link above, and I've added that now to the first post.

The HESCO barriers at the FARPs are also included in the latest game updates.

#4119054 - 05/11/15 07:06 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Thanks messyhead!

There are so many files in there.

Where do they all go?

Some have folders within folders along with texture files.

#4119256 - 05/12/15 08:20 AM Re: FARP and Airbase improvements [Re: CG2015]  
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Originally Posted By: CG2015
Thanks messyhead!

There are so many files in there.

Where do they all go?

Some have folders within folders along with texture files.


Most of the files are a work in progress or ideas I had. It's just a copy of the folder from my PC.

In the Airport folder, there's a 026B.EEO. copy that into cohokum\3ddata\objects

You'll also need to copy the texture.

I've updated the instructions in the first post.

#4119498 - 05/12/15 04:51 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Messyhead, i took your project. Everything's good but I've separate tents and hangars objects from airport model, then make LODs for them. Also i can make more objects here but need ideas what put there. Also i want put some grass there not much but always something smile Any advices welcome guys!

Some photos how it can looks:




Last edited by Soczkien; 05/14/15 08:26 PM.
#4121053 - 05/16/15 04:36 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Very impressive, i like them.

#4121103 - 05/16/15 07:49 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Nice Soczkien.
I can see some Eurocopter, its posible?
Thanks.

#4121111 - 05/16/15 08:01 PM Re: FARP and Airbase improvements [Re: messyhead]  
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eek wow.... Maybe some antenna/ radar .Fuel tanker.missile with crates.


lights in helipad
power generator

Last edited by XIII; 05/16/15 09:14 PM.
#4121243 - 05/17/15 12:51 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Very nice work Soczkien,

Only comment other than the above is that the hangars with the sliding doors seem out of proportion to the rest, especially the aircraft. Or, it is just the angle of the picture ?

Keep up the good work,

Andy


Andy's simpit: http://www.simpit.me.uk
#4121248 - 05/17/15 01:13 PM Re: FARP and Airbase improvements [Re: messyhead]  
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width is good, maybe a little too
high. BUT now you can try fly into hangar wink

#4121252 - 05/17/15 01:25 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Originally Posted By: SimonAlonso
Nice Soczkien.
I can see some Eurocopter, its posible?
Thanks.


Its not finished and i'm not satisfy of model quality maybe in future smile

About hangars i changed their size now it should be more realistic. Also i want make a shed or something like XIII show on screens in this thread.



#4121264 - 05/17/15 01:59 PM Re: FARP and Airbase improvements [Re: messyhead]  
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fantastic helipad textures,vehicles is only surface,or we can destroy ?

#4121273 - 05/17/15 02:57 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Found on internet, and was under no limited distribution smile
Yea, vehicles are destroyable.

#4121339 - 05/17/15 08:02 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Please dont forget something like THIS
eech generally is very flat.Every great models enhances the sense of speed.

#4121752 - 05/18/15 07:57 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Progress for today.

#4121769 - 05/18/15 08:24 PM Re: FARP and Airbase improvements [Re: messyhead]  
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New textures for all hangars, and hesco barriers.A few more days and will be DCS bananadance

#4121770 - 05/18/15 08:28 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Nice work. I'm glad to see my ideas are getting used.

#4122037 - 05/19/15 08:56 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Brilliant!!!

Love the white lines for the parking areas.

Keep it up.....

Andy


Andy's simpit: http://www.simpit.me.uk
#4144713 - 07/09/15 09:02 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Any news?

#4182988 - 10/18/15 05:55 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Gorgeous! What to download?

#4185697 - 10/24/15 03:35 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Any answer from Soczkien? This really GREAT mod,we need them.

#4185768 - 10/24/15 08:08 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Silence in the air...

#4185782 - 10/24/15 08:55 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Noo frown maybe pm him on skype? I no have at this moment pc,From what remember login soczkienowocowy or soczekowocowy or something wink BTW glad to see you back Firebird wink

#4185885 - 10/25/15 09:37 AM Re: FARP and Airbase improvements [Re: messyhead]  
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I pm'ed you his coordinates. Fill free to contact him and force him to share. wink
Thank you for you good words.

#4186316 - 10/26/15 01:46 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Guys i have everything uploaded on my mega upload account. I stopped work with this airfield mob because i had problems with distance visibility and collision for hangars. I will post today links for download

#4186505 - 10/26/15 06:39 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Great! smile

#4187280 - 10/28/15 01:35 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Thanks Soczkien.
It looks great.

I am looking forward for the download.

#4187680 - 10/29/15 07:15 AM Re: FARP and Airbase improvements [Re: messyhead]  
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i think nobody cares collisions for hangars and other details. Its just great graphic addon for ALL maps. #%&*$# collisions,we dont need them wink please dont give up,maybe thealx or firebird has any idea what about lod .

#4189377 - 11/01/15 07:18 PM Re: FARP and Airbase improvements [Re: messyhead]  
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What is the problem with collision?

#4189388 - 11/01/15 08:13 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Hello. Problem is solved by adding some new buildings scenes names into game code. I got new exe from Thealx. Before i was adding just models into Airfield scene and there was problems with collision and also with lods visibility because scene is big and helipad is about 600m from scene center. Overall currently progress is about 85% smile

#4189396 - 11/01/15 08:35 PM Re: FARP and Airbase improvements [Re: messyhead]  
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band
bananadance

#4189400 - 11/01/15 08:58 PM Re: FARP and Airbase improvements [Re: messyhead]  
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BEFORE

AFTER biggrin


#4189408 - 11/01/15 09:20 PM Re: FARP and Airbase improvements [Re: messyhead]  
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As always top notch smile
You have in plans the same for russian bases? Or is too much work ? Maybe when you release I will try do something similar for russian base.Ie texturing and some details, trees I think is too hard for me wink

Btw I found nice texture for fuel tanks, maybe will be useful

#4190342 - 11/03/15 08:56 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I've add some containers, crates etc. details under shed's.

XIII for first I will make US, then rus version of airfield will be the same with changed some details like humvees with uaz etc. When I finish i will post all source files so you can try make anything else smile

Last edited by Soczkien; 11/03/15 08:58 PM.
#4190457 - 11/04/15 01:45 AM Re: FARP and Airbase improvements [Re: messyhead]  
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That is looking *really* good!

#4190644 - 11/04/15 03:14 PM Re: FARP and Airbase improvements [Re: messyhead]  
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I hope the entire base uses the only surface with the only texture? It may influence the performance a lot.

#4190677 - 11/04/15 04:22 PM Re: FARP and Airbase improvements [Re: messyhead]  
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What you mean by "only surface with only texture"?

#4191259 - 11/05/15 09:52 PM Re: FARP and Airbase improvements [Re: messyhead]  
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With Thealx help its possible to add some crew making maintenance work smile


#4191263 - 11/05/15 10:08 PM Re: FARP and Airbase improvements [Re: messyhead]  
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eek WOW notworthy

#4191314 - 11/06/15 01:27 AM Re: FARP and Airbase improvements [Re: Soczkien]  
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Originally Posted By: Soczkien
What you mean by "only surface with only texture"?


http://www.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf

Also, there's additional info I'm working on. Current Apache-D scene uses 55 different textures (not counting luminosity and animation ones). Viper uses 77.
And after all of you want performance. wink

Last edited by FireBird_[WINE]; 11/06/15 01:30 AM.
#4191397 - 11/06/15 08:12 AM Re: FARP and Airbase improvements [Re: messyhead]  
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Firebird Would you please summarize in one
sentence this article for the layman?
How should I do the correct things? and what not to do?I want to be sure that understand correctly.
For example in apache cockpit better is 2 2048x2048 textures, or 8 512x512 ?or 32 256x256?
In BMS simulator always better is one big texture than few small. What is better in eech?

Last edited by XIII; 11/06/15 12:49 PM.
#4191709 - 11/06/15 10:47 PM Re: FARP and Airbase improvements [Re: ]  
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Originally Posted By: XIII
Firebird Would you please summarize in one sentence this article for the layman?


1. Modern graphics cards are limited not by number of triangles but number of batches.
2. Batch is a set of triangles drawn with the same settings, such as texture, projection matrix, luminosity, lighting, etc...

Thus 10 batches with 100000 triangles are about 30 times faster than 1000 batches with 1000 triangles.

Every time you need to change surface parameters (texture, for example), you break a batch.

Originally Posted By: XIII
How should I do the correct things? and what not to do?


Learn. wink I'm not an expert in graphics at all. If you want to have true answers - you need to get systematical educational data, not a couple of sentences from different sources.
And as long as I don't have that knowledge I cannot tell you where to find it.

Originally Posted By: XIII
For example in apache cockpit better is 2 2048x2048 textures, or 8 512x512 ?or 32 256x256?

Well, ideal case is one texture per scene. 1 4096x4096 texture may be better than 2 2048x2048, even if it eats more memory.
32 textures of any size is... well... place a very bad word here.
But texture is not the only thing that breaks batches. Any change in surface attributes does.

Originally Posted By: XIII
In BMS simulator always better is one big texture than few small. What is better in eech?


That's because it's not BMS "limitation" but graphics card's one.

Another problem is that current EECH cannot draw 100000 triangles batch because of internal limitations. Yes, it may be fixed... But what's for? Objects still cannot provide those 100000 triangles in one surface.

#4191714 - 11/06/15 11:02 PM Re: FARP and Airbase improvements [Re: messyhead]  
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Spasiba smile

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