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Author
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Topic: SDOP Beta1 - Midway
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Nat Pilot
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posted 07-30- 12:13 PM
Hey guys,Just posted beta 1 of the terrain, I'm obviously still working on it, but since it is now a stand alone terrain, and I don't know how long the remaining work will take, I thought it a good idea to give you guys this to start with, also future updates will probably be SM files only, so this should be the only large download you have to make. Currently only texture 1 is available (the one I've been using), but in the next few days texture 2 will also be posted. I've created a new section for this, so you'll find instructions and the downloads in SDOP-Midway Terrain section. The terrain is all water at the moment, the lans is texture only, the airstrip in mission editor is not currently working. Have fun guys, hop you like it for a taster of the finished thing  ~Nat~ ------------------ JV44 "Naturlich" If you can't out run em.. <B>OUT GUN EM!</B> <B>Nats FS-SDOE Site</B> IP: Logged |
ArgonV Pilot
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posted 07-30- 01:09 PM
Thanks Nat! Getting it now.  IP: Logged |
Diego Lozano Pilot
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posted 07-30- 01:28 PM
Nat, I cant get Midway to show up in the MissionEditor. IP: Logged |
Nat Pilot
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posted 07-30- 01:59 PM
problem found, updating nowIP: Logged |
Nat Pilot
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posted 07-30- 02:12 PM
sorry bout that.. seems I never get these damn zips right first time off, anyway, found the problem, Argon, I'll mail you the fix rather than you downloading the whole SM zip again, Diego, are yo uhaving problems with the one from my site, or the one I mailed you a link to? If it's the one I mailed you, download the new one, other than that mail me and I'll send you wnats missing over.IP: Logged |
ArgonV Pilot
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posted 07-30- 02:15 PM
Roger that Nat. I have the same problem. I hope to see it fix soon.IP: Logged |
Nat Pilot
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posted 07-30- 02:16 PM
it's now 3:10pm EST, I'm uploading the new zip that has(I hope) everything in it. It will be ready for download in 25 mins, don't d/l before that time or you'll get one with an sm file missingIP: Logged |
ArgonV Pilot
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posted 07-30- 02:29 PM
You will send me the fix right Nat?IP: Logged |
Nat Pilot
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posted 07-30- 02:49 PM
zip file uploaded and fixed for download  IP: Logged |
Pachy Pilot
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posted 07-30- 03:47 PM
Hmm the file may be fixed but there is no more link! Please update again!(on a side note, is this bloated applet really necessary? I can't have your page open and run anything at the same time) IP: Logged |
Commando Pilot
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posted 07-30- 04:38 PM
Patchy , I had that problem too, swopped from Netscape Commumicator to Internet Explorer and I am at 49% at 2nd attempt.IP: Logged |
Nat Pilot
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posted 07-30- 05:39 PM
There were a few parts out of place in the SM so I removed the d/l while I sorted it out, better than hving to try and patch everybody up and explinations on where to put things, in the latest post it's all fixed and should work with no problems thanks to Argon for spending a lil time with me to get it right  Yes, I hate making zips... lol ~Nat~ IP: Logged |
Pachy Pilot
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posted 07-30- 06:05 PM
Eh got at look at it, it's great. Now all those cool ships of yours find their place. WTG!IP: Logged |
ArgonV Pilot
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posted 07-30- 07:04 PM
Nat, no need to mention me. Just being a good samaritan. BTW, that terrain looks awesome!!! One question, when you get the airfield placed and the land properties in, will you touch up the way the main island looks? (the island with the airfield on top) It looks as if a flat surface was laid on top of the island.IP: Logged |
Nat Pilot
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posted 07-30- 08:16 PM
Quiet likely Argon, but I doubt that island thats there ate the moment will be staying (the model I mean), it's not easy getting one made up right thoughIP: Logged |
Private Roger Pilot
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posted 07-30- 08:41 PM
Oh my gosh!!!!!!! This terrain is awesome!!!!Nat, spectacular work my friend. Really fantastic! I made a mission with 15 Zero's and 10 Corsairs, with Clouds and gun smoke, etc. My frame rates never dropped below 22! And that was with planes blowing up etc. I can't say enough good things about this terrain. I hope once it's finished we can look forward to using it in the War. Great Work!!! PR=FC= IP: Logged |
Private Roger Pilot
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posted 07-30- 08:48 PM
NatWhy not get the Island from the SDOE demo?You know the thing that you download and it has the WWI aircraft in it. You might have to modify it some since it's so hig rez, but I would think it would work, and it already has an Airfield! Just a suggestion from someone who knows nothing about OPs.  PR=FC= IP: Logged |
Nat Pilot
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posted 07-30- 08:59 PM
LOL, any ideas are good ideas PR, even if they don't work, better to say and have the chance, than not say and never know right..Well, I could do that, but on those grounds I could take almost any island The problem is, I'm still not very good in MAX, well, ok maybe not bad with ships and things, but this is different. You see, the 2 atols are on 2 tiles, 1 atol per tile, meaning they are very small. I've been trying to use the small 1 tile islands from Africa, but I've had no luck getting them right yet, especialy because I can't flatten off the top of the islands because I don't have enough points to work with. If you don't know much about OPS etc it's a little hard to explain quickly, but you can't just move the island and have the airfield move with it. The last stages of the terrain are the ones that I really need help with now though, there's some SM work tthat I just don't know how to do, so it would be handy for me if someone would step to the plate, I could explain what needs doing, and hopefully they would do it for me.. but we'll see.. without the help I really don't know how long it will take to finish this off. IP: Logged |
Nat Pilot
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posted 07-30- 09:27 PM
PR, as you were saying about Frame Rates, I think the reason they are so high is that the terrain is pretty much all flat, I don't knowm but I guess it must have hundreds less polys than say Rhineland, also there are not towns or other objects that are part of the terrain, and when there are, there wont be maney, I think this terrain proved that a terrain model really does affect FR.. Hey, try putting a flight of bombers up there (not tried it myself)IP: Logged |
Diego Lozano Pilot
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posted 07-31- 01:48 AM
Nat, I had a guest over most of the day and I showed off our work...was this guy blown away! He just couldnt beleive how realistic it looked as the island came up on the horizon. I think once the model of the atoll is done and the A/F is placed, we should have the most realistic Pac scenery so far in a sim. Great job partner!IP: Logged |
Pete Hawk Pilot
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posted 07-31- 02:29 AM
I'm about to fly it now. But Nat, I agree with Pachy, something on your site (that colorful applet possibly) brings my system to a crawl when I visit your site. My HD was just paging for the longest time when I was there just now.Just FYI. IP: Logged |
ArgonV Pilot
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posted 07-31- 02:37 AM
LoL! Why am I the only one here that can go to Nats site and still do a ton of other things at the same time? I just dont get it... I have a 56k v.90 winmodem and use AOL and Nats site loads up just fine. Hmmm, maybe all of you need to get better computers Nat, once agian thanks for the terrain. I already have a mission made up for it. All I can say is beautiful! IP: Logged |
wakeup tailgunner Pilot
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posted 07-31- 03:56 AM
Looks good. Not overly worried about Airfields. We have floating airfields to be going on with.....hmm must get that Yorktown model finished.Just need somewhere for the bombers to roost. Hope this will be an inspiration for some more pacific planes! B25, Val, Kate etc. IP: Logged |
CrossbowArcher Pilot
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posted 07-31- 06:50 AM
Nice! I already made and flew some large-scale antiship missions  ------------------ If you can't out gun em, OUT RANGE EM! IP: Logged |
Nat Pilot
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posted 07-31- 07:52 AM
Hey Diego.. it's your Atol that really makes it so beautiful! I was stunned the first time I saw it, and I only had the low detail texture!OK OK I'll bow to the people that have trouble with my site and remove that fountain Java script.. I also don't know why there's so much trouble with it, I'm only on a 33.6k connection 500mhz machine and have no trouble with it, but I'll take it off tonight. Anyway, I'm glad you all like our work, more glad that it's actualy got to a stage that I could release a beta for you guys, I had a long break from it where I learnt more about Max and OPS which really helped.. but this doesn't mean that I'll be letting off on it now cause we have a beta.. I realy want to get it finished, and find out how to do the things in OPS that I need to place that airstrip properly. Texure2 hopefully will be posted tonight, I had alot of trouble getting it yesterday, the d/l would hang up, so I'm about to try again now then I can post it later. Glad we're finally into a whole new theatre of operations with the game now  ~Nat~ IP: Logged |
mposis Pilot
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posted 07-31- 08:29 AM
Nat and Diego,Excellent work! Thanks for all the hard work! ------------------ http://models3d.webjump.com IP: Logged |
Birds Cadet
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posted 07-31- 12:17 PM
Just an idea:Perhaps it would be possible to put in a fixed carrier in the map to serve as an airfield. I never succeeded in having AI-planes take off from the island map that Parsoft released. When you (painstakingly) put AI-planes on the airfielf, they will just drive a bit (until they hit a tree, or dive into the ocean) but never take off. This seems to suggest that the landing strips are fixed in the game and that the AI can only recognize fixed landing strips. Thus it would be impossible to have it take off or land on a ship-unit. The 'fixed' carrier might solve this. Of course, in multiplay missions u don't have this problem. Most human pilots recognize the strips (but not all! it seems ) Just a thought! Birds out
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ReaperMan Pilot
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posted 07-31- 06:02 PM
Right! How about a couple of ships built into the SM as airfields (once we figure out how to do that), then if it's going to be a multiplayer mission we can just hide the airfields (ships) Only problem is these ships won't be sinkable.------------------ -=TheReaper=- IP: Logged |
Nat Pilot
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posted 07-31- 06:14 PM
Reaper.. if it could be done.. the ships could still be sinkable.. but doing it is the hard thing..I know how to add airfields to the terrain.. I just don't know enough about OPS to do what I need, but from that, I'm fairly (98%) certain that we can't add airfields as aircraft carriers.. it's because of the way airfields are placed on the terrain, it's a lil complicated to explain quickly.. but I can't see that we can do it  IP: Logged |
Birds Cadet
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posted 08-01- 10:31 AM
Hey Nat,This is what I meant: Build an island or airfield that looks like a carrier and just put it (fixed) in the map, like u put in the strips on the island. For us it would look like a ship, but to the game (the AI) it would be a strip like any other airfield. (hehe... so who is being tricked there, us or the AI?) So this is not about a movable 'ship-unit' which can be placed anywhere. I can't see a reason why u can let AI-planes take off from airfields that look like airfields, and not from airfields that are modelled like ships. But then again: open plane is like Chinese to me!  [This message has been edited by Birds (edited 08-01-2000).] IP: Logged |
Whirlwind Pilot
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posted 08-01- 10:47 AM
The big mystery of OP is how to do runways to begin with. The current bet on adding airfields to runways is to extract one simular to what you want and add a reference to the model in your terrain, then change the terrain of the runway to blend it with the ocean map.Also, I beleive the way airplanes take off via AI is hard coded. [This message has been edited by Whirlwind (edited 08-01-2000).] IP: Logged |
wakeup tailgunner Pilot
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posted 08-01- 11:17 AM
Yep, the problem is simply telling the sim that something is an AIRFIELD.No airfield, no takeoff. Somme terrain needs airfields, midway needs an airfield on Sand Island. making the airfield look like a Jap carrier is childs play in comparison. P.S. Yorktown now has superstructure and a texture. All she needs now is some guns and importing into the game. Should be hitting into that tonight. Would post a screenshot if i could get screenshots to work........ IP: Logged |
Whirlwind Pilot
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posted 08-01- 11:25 AM
I think the airfield name has to be placed in the strings table somewhere, where ever SDOE keeps it's strings at. I found it once, but can't find it for the life of me again. You also have to designate the airfield object by name in the mission file as visible.IP: Logged |
ArgonV Pilot
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posted 08-01- 12:12 PM
Wakeup, glad to hear this progress!!!! I cant wait!!!!P.S. Are you having trouble taking screen shots in OPS or are you having trouble posting them? IP: Logged |
Jeeves Pilot
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posted 08-01- 12:16 PM
Whirl...My StringTable is in C:\Program Files\Fighter Squadron...the folder before Media  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Nat Pilot
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posted 08-01- 03:54 PM
I know it sounds reasonable guys, but it really isn't simple at all to use aircraft carriers as working airfields, even if we make them a part of the terrain as you mentioned.. I have ideas on how to place the airfield, but I'm lacking in SM knowledge to fully try them out right now.. I have al the refs in place for the airfield as you've seen for Midway, but it doesn't show up on the terrain, and I'm pretty sure I know why, but the correcting is the hard part for me, knowing what needs to be done, and knowing how to do it aren't the same  I'll keep on pluggin away at it, cause until I have Midway fully 100% working Diego and I wont be starting the Malaysia Terrain. I can build midway to the beta release standard from scratch in 2 hours now, it's simple after all the mistakes of the past.. lol, but putting the finishing touches to it are going to take a lil longer, thats why I wanted to post the beta, so you guys can atleast have a new area to fly over while I'm finishing it off. When Midway is 100% then Malaysia will be very quick to build by comparison IP: Logged |