|
Author
|
Topic: Please read this thought 'o' mine!
|
Snake Pilot
|
posted 05-18- 05:25 PM
Ok you know the way our map is limited to 40 miles by 50 miles? Or something like that? Ok you know the way we can edit explosions and aircraft and terrain? Well heres and idea. Get the terrain gurus to make a terrain that a scale of 1:5 to the present terrain. Get a plane builder to make a 1:5 aircraft for the terrain. Get somone to scale down the explosions. Hey presto you just increased the size of SDOE by making it smaller! Now it that a kick-ass idea or what! Commence hole-poking. Snake IP: Logged |
JG3_Jetlag Pilot
|
posted 05-18- 05:58 PM
Hehe... I'd though of that before, but I dunno if the physics would work when the aircraft are scaled down. It would be a very interesting project though. We need a builder and FM guy to try this out  IP: Logged |
Jerry Pilot
|
posted 05-18- 06:02 PM
Wouldn't the biggest problem be texture detail (as far as appearance)? The skinners complain now that they are limited to 256X256 textures. Cut that to 50X50 and you would have brick shaped planes.Actually, I don't know what I'm talking about.  IP: Logged |
Bryan Russell Pilot
|
posted 05-18- 08:26 PM
The problem with terrain size is not the physical size but the number of tiles. So you could just increase the size of each tile, reposition them etc. But you would lower the resolution of the superTexture. If you decrease the planes, you will end up with a WWII RC SIM  IP: Logged |
Da Wing Waxer Pilot
|
posted 05-18- 09:27 PM
In addition, the atmosphere modeling would be off by a factor of 5 which would affect the handling profile for different altitudes, etc.IP: Logged |
wakeup tailgunner JAG
|
posted 05-19- 02:14 AM
WOW!If it's just a question of increasing the size of the tile, this opens up some real possibilities. Over land, the texture detail would be noticable, but the sea tiles wouldn't be so bad. Also, I noticed with the island terrain, the sea tiles were bigger than the land ones...so if you made the sea 'big' tiles, and the land from smaller tiles, you could get a substantial increase in terrain size! Also, if we are limited to 400 tiles, we still have the extra tiles used for airfields. With Midway, I have made the towns and fields into the islands on a flat ocean base. Maybe that can be used elsewhere ? ------------------ =V67= IP: Logged |
jedi Pilot
|
posted 05-19- 10:30 AM
Hehe maybe you guys are just thinkin "too big"  For instance, it takes what, 10 minutes or so to fly all the way across the map now. Suppose the only thing you did was decrease the size of the "man-made" objects and effects. Say you made the planes, runways, towns, etc HALF the size they are now. Texture size is no problem. If all you do is carefully "shrink" an object, the texture will still be mapped to it exactly as it was before. Now all you have to do is make everything go HALF the speed it went before, and instead of 10 minutes to fly across the map, it takes 20. You'd have to rework the DOFs for the speed and climb instruments, and rework the FMs so the planes would fly, climb, and stall at the new "scale" speeds, but the terrain itself wouldn't necessarily need to be changed at all. An added benefit would be that our (so-called) "mountains" would become instantly twice as high  I would think you could shrink everything by a factor of even 5 to 10 and still have it work--although it would be a huge project to shrink all the planes...  ------------------ --jedi--
[This message has been edited by jedi (edited 05-19-2001).] IP: Logged |
Diego Lozano Pilot
|
posted 05-19- 12:29 PM
We're not limited to 400 tiles. IP: Logged |
Maury Markowitz Pilot
|
posted 05-19- 12:29 PM
quote: Originally posted by Bryan Russell: The problem with terrain size is not the physical size but the number of tiles.
Correct me if I'm wrong, but wasn't there also a problem with the collision detection system? I seem to remember a post about this some time ago, that the time to do the object<->ground interaction checks went up with size^2 and thus 40x40 was pretty much as high as you could go before the performance died. Of course at that point I developed a complete algo for fixing this... :-) Anyway I think the real solution here is to do what every other game does - load them in a 40x40 chunk at a time. And it we had a universal coordinate reference system we could sitch them all together... Maury IP: Logged |