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Author
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Topic: A MAJOR Request for you terrain guros out there...
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ArgonV Pilot
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posted 12-11- 01:19 AM
Would someone, anyone... update the Somme terrian please?!?!? It needs airfields, towns and it edges need to be fixed so it doesnt look like it ends... If anyone takes this up, I will kiss your feet!  Please I beg of you! Fix this terrain!  IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-11- 01:48 AM
Spanky here.. Any ideas of future projects boys? Any tuts in the works?
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wakeup tailgunner Pilot
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posted 12-11- 04:25 AM
If someone can tell me what terrain was re-painted to make Somme, dropping in airfields would be a breeze. Is it Rhineland?I know SV was working on an updated set of airfield scenery, which would be a good thing to have too. Not sure about the feet kissing bit though....You may change your mind when you see the state of my toenails.... IP: Logged |
Mirthain Pilot
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posted 12-11- 05:08 AM
It was Tundra. ;}
------------------ Mirthain=FC= IP: Logged |
Sv Pilot
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posted 12-11- 01:11 PM
Here is a link to all I kinow about airfields now, not much yet  http://www.schoolmusic.com/chickencoop/se5a/aerodrome/step1.htm ------------------ -Sv =FC= WWI in SDOE!
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Diego Lozano Pilot
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posted 12-11- 01:21 PM
Argon, I'm not sure what you mean by "... and it edges need to be fixed so it doesnt look like it ends... ". IP: Logged |
ArgonV Pilot
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posted 12-11- 01:28 PM
When you fly to the edge of the Somme terrain, there really is an edge there! Like the end of the world... In all the other terrain Ive seen, the ground continues to go further out, but you cant go there.[This message has been edited by ArgonV (edited 12-11-2000).] IP: Logged |
Nat Pilot
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posted 12-11- 05:43 PM
Diego, I don't have the terrin myself, but from what Argon says the edging tiles ahve been removed that usually reflect the last 4 or 5 rows of outer tiles, that means you'll come to the endge of the terrain and look out into that big blue nothing.. now I think I'm right in saying at Tundra terrain was based on Rhineland anyway, so all the needs to be done is some texture refs changing, names.ppf editing and a couple of other things, but if root terrain was Rhineland then it shouldn't be too much to sort it out.. he says.. lolIP: Logged |
wakeup tailgunner Pilot
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posted 12-11- 05:57 PM
I know from Nat's tutorials that the edge is made up of the last 3 or 4 rows of terrain, mirrored. That gives the impression of continuing land. THe tricky bit for adding airfields to this terrain, is finding a flat area. Otherwise, you have 1 very unpleasant task....Each airfield needs to be shaped to fit into a gap in the terrain. The gap itself is 1 tile sized. Into that tile you fit your airfield. Easy....no Your airfield needs to be chopped up into smaller pieces to texture. Otherwise you end up with a blurred airfield. If a simple program exists to do this, I don't own it! Once you have this, and have made a portion of it flat enough to be a runway, simply work out all your runway co-ords, all your formation point co-ords, reference in and position all your airfield bits, set up a bombtarget, texture the whole thing and you are done..... Oh yes....you must set the position co-ords exactly right, or you will see the join... This is why most of the airfield stuff I have been working on has been based around a flat surface, water! It is so much easier to build from a flat base. Towns are just the same, only without the runway stuff. It can be done, but I would probably try to flatten out some areas to take flattened fields. That way, re-textured fields could be pinched from current terrains. Add in some new airfield furniture, like SV's canvas hangars, and that would get this going. If there is enough demand, I might have a crack at it. IP: Logged |
ArgonV Pilot
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posted 12-11- 06:01 PM
I "demand" it be done!  IP: Logged |
wakeup tailgunner Pilot
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posted 12-12- 04:37 AM
Allrighty.....Heres the plan! Step 1: create some totally flat tiles in Somme land Step 2: create some flat airfields# Step 3: liberally dust them with period artifacts... Step 4: Heres one I prepared earlier... Step 5: er....try and stick it all together so it doesn't fall apart! Help needed though! If SV has some stuff for the airfields, that would be really useful. As would any reference material on where the airfields ought to be sited, and, allowing for the non-realistic shape of the terrain, where people think they should go. I have had another idea though........ I hate it when this happens...... It may be easer to build a new terrain from scratch.....ish. Proper trench lines, bombed and shelled ground, shattered trees, the works. An area like the Ypres Salient might work well. I reckon the tundra, modified to fit a little better, could be a good long term project. WW1 needs a terrain! Having seen the difference in flying Pacific planes over some terrain that looks like Pacific makes a hell of a difference. Diego's PTO shows how strong that impact can be. It's a re-paint, with some window dressing, but what a change! WW1 could do with that! Somme was a good start, but the land didn't fit the texture. ArgonV...this is all your fault!!!!!!  IP: Logged |
ArgonV Pilot
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posted 12-12- 07:46 AM
Dude! LoL I love you man! Seriously tho, thats gonna rock! BUT take a break first... You got so much going on at the same time... Take a nice well deserved break.  IP: Logged |
Werner Molders Pilot
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posted 12-12- 12:54 PM
Tailgunner - I was in the Vimy/Somme region in April and I have some pictures. Dunno if they'll be of much help, but if you want them let me know. Werner ------------------ Visit Abbeville Field Today! IP: Logged |
charmstar Pilot
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posted 12-12- 02:07 PM
Sort of off topic, but I would love to see an airfield that is somehow cut into the side of a mountain. Maybe even at an angle, so you can land in a shorter distance. Or, one that is in a crease in the terrain between two mountains.It would probably be too difficult to do since it wouldn't be flat tiles, but it sure would be fun to practice landing in more difficult conditions. charm IP: Logged |
Sv Pilot
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posted 12-12- 02:29 PM
Creating a brand new terrain is a good idea, and in many ways it is easier than editing an existing one. See, creating airfileds in new fresh terrains is easy, it is only trying to edit terrains and airfeilds together that is hard. Also a WWI airfield is smaller than a WW2 airfield and so it will take less tiles.I will fill you in on my current project(s): I am going to create photo real texture for all of the Fance section of Dover much like I did with the aerodrome expiriment. It will be general farm land with some nice new (tall) trees thrown in. Also it will have WWI aerdromes in place of the existing airfeilds. I was planing to do it like this: 1. Create the new super texture by colorizing terra-server files and stitching them together in a clever way, mostly in vallies and flat areas, I will leave the mountains less touched. 2. Create the airfield supertextures from the tiles. Now, using the original terrain supretexture, determine the coord locations and size (texture coords) for each airfield - in other words, where each airfield goes. 3. Use the coords from step 2 to cut away airfield supertextures from my new terrain supertexture. Now I will use these new airfield supertextures JUST like I did the first WWI aerodrome thing I tried to do - I will blend them into the surrounding terrain. 4. Now I will delete all the WW2 structures at the airfield and add WWI structures. My WWI hangar is done, it just needs a pretty texture - it is mapped, but the texture itself is just the WWI hangar blueprints. 5. Now I need to learn how to set the airfield properties so that the aircraft know where to take off and stuff. After this, the WW2 targets could be hidden or replaced with WWI targets. Also I want to find a good way to scatter trees around, I like the FUIII idea of raising forrests up in th mesh, it looks sweet! Also scattering some real alpha trees around and making sure that the terrain matches a bit in color and has a shaded area under the tree... Creating a new terrain would be rather easy if we had a tool to dice terrain mesh and textures created in AC3D. Maybe I should learn how to program... nahhh  IP: Logged |
wakeup tailgunner Pilot
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posted 12-12- 02:58 PM
Charmstar.....wait till I get my little Pacific Atol terrain rolling again! Diegoha ssupplied me with a sea terrain to build it on, and I have built some islands of varying sizes. Those with airfields are fun! One has a field that is similar to waht yo describe! The runway is on a rock shelf. Target bearing island include a radio mast, a seaplane tender....wishful thinking on my part! and a small harbour. There are a couple of towns, well, tiny fishing hamlets! It's coming together slowly, and Iam trying to write down everything I do. End result should be a terrain and a tutorial when I am done! IP: Logged |
Werner Molders Pilot
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posted 12-12- 03:08 PM
Awesome! Wow, I can't wait to see all these projects come to fruition! I have an idea for Tailgunner and the PBY crew - what if there was a stretch of "water" in the terrain that was actually land, and ended in that seaplane tender? that, and have a second set of invisible wheels that, when the plane was sitting on them, would hold the plane just a skiff above the water. Then when you want to do a water landing, you drop the special gear and pray! Sure landings and takeoffs would be tricky with this narrow, virtually invisible runway, and sure there would be no water splashes and sure if you hit this particular patch of water you would explode like it was land, but maybe it's a decent compromise? I mean hey, for mace's awesome stol planes to work you need lots of wind, so there's a trade-off for everything. I got this idea when I was remembering having read somewhere that in the middle east someplace you can step out into a body of water on a clear box just a centimetre or two under the water and have pictures taken, "walking on water". Bizarre connection, but hey. Werner  ------------------ Visit Abbeville Field Today! IP: Logged |
wakeup tailgunner Pilot
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posted 12-13- 04:41 AM
The seaplane tender is actually in a lagoon, which is surrounded by a coral reef. The plan was, to convert one of the airfield tiels to water, fit it into the lagoon, just above the water. The tile edges would get hidden by the coral reef, so you wouldn't notice that level difference. Bottom of the lagoon would be solid land. Problems are 2 fold with this at the moemnt: 1: wheels and water .... don't mix them. They bounce like crazy. Whether it's a dof spring thing, from the gear, or just a material thing, I'm not sure yet. Want to try and find a means of taking off & landing that doesn't need wheels.... 2: Pilots tend to die when the water splashes fountain up through the plane. Needs to be cured one of 2 ways. Either stop the water splashing so much, or make the pilot un-killable. Don't know much about pilots/parachutes etc. so don't know how well this would work. I still kept the thing going, since it seemed to provide the best base from which to work on any future ideas. You can always hide some wheels, delete the water, and pretend.... IP: Logged |
wakeup tailgunner Pilot
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posted 12-13- 05:16 AM
Werner, I only just spotted your earlier post about pics from the Somme region. If you have something that shows the general lay of the land, and some of the more significant geographical features, that would be useful.What I am in the process of doing with the Somme terrain is to re-shape certain areas, to more acurately reflect the landscape. Tundra isn't as detailed as the release terrains, so you can't do too much, but the plan is to make it less er....tundra! I want a river, which I will lower and flatten out, I want to define a trench line, with a rough and bumpy no-mans land, and I need to create some flatter areas to add in airfields. Any pics that help with the look of these features will be really helpful. It won't end up as an accurate map of the western front, since I can't find anywhere that is well mapped, and has German and Allied airfields within a 40 mile square! The main guide for my tweakings is the Messines ridge, and the surrounding parts of the Ypres Salient. IP: Logged | |