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Author
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Topic: Viewing SuperTextures in OPS
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Pete Hawk Pilot
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posted 02-06- 04:22 AM
I can't do it! I can see all of small town textures and such, but the main airfield textures are not showing up, only the buildings.What do I need to do? I do have them in that folder in a separate /textures dir. Thanks IP: Logged |
Bryan Russell Pilot
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posted 02-06- 05:50 PM
Did you check the "Show SuperTextures" option in the general prefs?IP: Logged |
Sv Pilot
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posted 02-07- 09:41 AM
Bryan,How feasable do you think terrain editing will be in the future? What are the road blocks? I'm talking about creating a fresh new terrain the same size as the existing terrains. Any insight would be appreciated.
------------------ -Sv =FC= WWI in SDOE!
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Pete Hawk Pilot
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posted 02-07- 10:32 AM
Yes, I sure did Bryan. Still no go.IP: Logged |
Whirlwind Pilot
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posted 02-07- 02:54 PM
Couldn't you just use DEM and import it into Creator? Oh yeah, that could take a little more than 2 months....You'd need to write a short program to convert the DEM data into X by X blocks and then import each one into Creator or you could pull the header data from hippie's tools and write the program so it spews out .lod files. Hmmm.... there I go, thinking again... IP: Logged |
Bryan Russell Pilot
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posted 02-07- 05:03 PM
Well I've already got a program that makes DEM into tiled SM terrain files, so thats not too much of a problem (its another of my start/make half arsed/shelve projects ). The issue with Creator is that the license we got for the contest doesn't include the terrain tools. If you start creator up in read-only mode i.e. unlicensed, then you see all of the hidden tools popup. The main problems as I see it are: 1. Making the actual terrain. DEM files are fine but it is difficult to get high resolution. The ones I used were about 1km resolution which don't show up details, and infact for a pacific terrain some islands would be lost altogether. If you can get hold of high resolution DEM files then the thing I wrote/am writting will handle it OK. Without hires DEMs it would need someone to manually create the terrain details in MAX or AC3D, a tile at a time. 2. Placing the file references, i.e. towns airfields etc etc is a bit tedious in OPS. This isn't too hard to fix, but still needs to be done. Every things scaled for a 40foot or so long aircraft, not a 28 mi terrain.
4. Editing the whole supertexture could be an issue as well. it would be on my machine/paint package anyway 5. For optimisation purposes, something that lets you pick and place supertextures. 6. for OPS anyway you would need a fairly decent machine 3D card and memory to handle it. Mine only has a S3 Virge for windowed D3D and 64M ram so even though it loaded it it was so slowww. Theres heaps of things to make OPS go faster but at the moment... 7. Making a bigger terrain doesn't really change much of the above, except of course more textures etc put more pressure on the machine. its more that becuase of the sheer size it just needs more work. Also my little experiments showed that the size of the terrain has a large hit on FPS, from what MH has said there is alot of room for improvement in this area though.
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Bryan Russell Pilot
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posted 02-07- 05:04 PM
Pete:it worked last time I did. Let me have a look and get back. IP: Logged |
Sv Pilot
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posted 02-07- 08:29 PM
Thanks for the info Bryan!I think editing the terrain by hand is not the worst part, the big question is how do you get the tiles to line up at the edges and how do you work with the tiled texture... that I don't understand. I am thinking about making even a rather simple terrain - much flatter than SDOE with no fancy cliffs and stuff. Maybe some trenches, barbed wire, and blowed up stuff around  So why do I always here that you have crappy cards, low memory and stuff Bryan? Is this really the case? If so, we can fix this Or are you like those kings who liked to dress in rags and mingle with the peasents?  -Sv IP: Logged |
Bryan Russell Pilot
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posted 02-07- 09:05 PM
No, I *am* a peasent I hope it didn't sound like I was complaining about my low spec machine, I only brought it up a couple of times as a reference to performance of SDOE or OPS.The DEM2SM proggie lines up the edges automatically. If you are after a flat terrain with lots of mud etc then perhaps a 1/2 / 1/4 scale version of the DEM of france might do the trick. The tiles are seperate LODs so you could edit them individually in MAX etc, by exporting them from OPS. If you only edit within the boundarys of the edges i.e. don't change the line of the edge, then you could keep the seams err... seamless as you detail each tile over time. The tiled texture is supposed to work like this. Make a huge bitmap of your entire terrain, and then dice it with Dicer. As far as assigining superTextures to tiles, the DEM2SM thing doesn't have this yet but it should be a simple matter to have it automatically assign the supertextureID's to match a diced texture. Bryan
[This message has been edited by Bryan Russell (edited 02-07-2000).] IP: Logged |
Michael Pilot
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posted 02-07- 09:34 PM
This sounds quite interesting. How big (in pixels) should the enormous bitmap be for the standard SDOE terrain be?IP: Logged |
Bryan Russell Pilot
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posted 02-07- 10:56 PM
I think the dover terrain is 28x28 tiles, which would mean a texture of 7168x7168 using about 200Mbytes of memory. Of course the diced supertexture tiles are switched in and out of memory in SDOE itself but it would sure be a drain on a paint proggie.IP: Logged |
Sv Pilot
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posted 02-08- 06:03 AM
Wait a minute Bryan! Since when do the terms "C++ programmer" and "peasant" show up in the same sentence?  Seriously though... is there any hardware that would help make you more efficient? I think we could set you up... out of my own greed for OPS stuff mind you Video card? Memory? Processors? What do you need man? The work you do with OPS is so kick-ass. There would be no contest and few new planes without it. In fact, I would still be busy doing stupid stuff like working and spending time with the family - yuk!  I am probably not the only one who sees any investment in OPS as a good thing for us. Maybe if we set you up with some kick ass stuff it will guilt you into working even harder on OPS  -Sv IP: Logged |
Pete Hawk Pilot
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posted 02-08- 07:58 AM
Bryan,I just created a 7168x7168 texture in Photoshop. It was 147 Megs large and get this, just to paint the white background black took about 20 seconds! Thats huge! I sure hope you plan on releasing that new proggie soon. Sounds really cool. I'd love to delve into the world of terrain creation  IP: Logged |
Spanky the Mad Dog Pilot
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posted 02-08- 08:32 AM
Spanky here.. It seems to me that besides how tedius it is the hardest part is lining up the painting with the features on the map itself. Doesn't nendo have a painting feature built right in so you could edit the land and then paint it all in one move?
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Bryan Russell Pilot
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posted 02-08- 05:23 PM
Not really Spanky. Because the terrain is made in regular sized tiles, the overlaying super texture shouldn't be a problem to line up. In fact if you make the terrain from a DEM it is easy to convert a DEM to a colour coded heightmap that you can use as a template.IP: Logged |
Pete Hawk Pilot
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posted 02-09- 05:42 AM
Where is a good place to download DEM data?I'm looking for Cuba  IP: Logged |
Spanky the Mad Dog Pilot
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posted 02-09- 06:12 AM
SPanky here... Ok then why haven't we been pumping out the terrains like mad?
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