#3865730 - 11/21/13 12:46 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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ColJamesD
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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?
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#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.
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#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.
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#3866349 - 11/22/13 08:55 AM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#3866356 - 11/22/13 09:54 AM
Re: FARP and Airbase improvements
[Re: messyhead]
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ColJamesD
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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?
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#3866391 - 11/22/13 12:45 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#3866410 - 11/22/13 01:23 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#3866414 - 11/22/13 01:27 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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looks good bigger = better, most of the objects in eech is terribly small.
Last edited by XIII; 11/22/13 01:32 PM.
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#3866774 - 11/23/13 08:19 AM
Re: FARP and Airbase improvements
[Re: messyhead]
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messyhead
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#3866789 - 11/23/13 10:31 AM
Re: FARP and Airbase improvements
[Re: messyhead]
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messyhead
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#3867472 - 11/25/13 12:21 PM
Re: FARP and Airbase improvements
[Re: SKIP2008]
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messyhead
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Wow realy nice, especially this shading Hesco.Please increase this H so that was the size of barriers. 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.
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#3867547 - 11/25/13 03:31 PM
Re: FARP and Airbase improvements
[Re: thealx]
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messyhead
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found it. farp objects are excluded from collision calculations in co_force.c 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
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#3867618 - 11/25/13 06:36 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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Doctor_Wibble
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... 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...
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#3867860 - 11/26/13 07:45 AM
Re: FARP and Airbase improvements
[Re: Doctor_Wibble]
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messyhead
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... 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.
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#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.
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#3874008 - 12/09/13 10:51 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#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
Last edited by XIII; 12/09/13 11:37 PM.
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#3874405 - 12/10/13 05:48 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#3874437 - 12/10/13 06:52 PM
Re: FARP and Airbase improvements
[Re: ]
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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. Try searching in the Objects folder for Airport or American
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#3874773 - 12/11/13 08:53 AM
Re: FARP and Airbase improvements
[Re: messyhead]
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Doctor_Wibble
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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. [...] 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 so there's also the possibility that changing/adding/removing/splitting object grouping would make a difference.
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#3874889 - 12/11/13 02:46 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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#3874942 - 12/11/13 03:56 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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.
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#4115450 - 05/03/15 11:47 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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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
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#4119256 - 05/12/15 08:20 AM
Re: FARP and Airbase improvements
[Re: CG2015]
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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. 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.
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#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.
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#4144713 - 07/09/15 09:02 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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#4189396 - 11/01/15 08:35 PM
Re: FARP and Airbase improvements
[Re: messyhead]
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#4191314 - 11/06/15 01:27 AM
Re: FARP and Airbase improvements
[Re: Soczkien]
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FireBird_[WINE]
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What you mean by "only surface with only texture"? http://www.nvidia.com/docs/IO/8230/BatchBatchBatch.pdfAlso, 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.
Last edited by FireBird_[WINE]; 11/06/15 01:30 AM.
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#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.
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#4191709 - 11/06/15 10:47 PM
Re: FARP and Airbase improvements
[Re: ]
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FireBird_[WINE]
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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. How should I do the correct things? and what not to do? Learn. 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. 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. 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.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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