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Project Madiera


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#1 TechnicolorYawn

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Posted 04 July 2005 - 10:07 AM

Having now got over my City Of Heroes addiction ( :D ) I am now ready to get back into scenery design.

I'm going to finish the ground around the airport and release a beta :D so I can see if everyone is able to run the raised runway. This will be around a version 0.7, so don't expect anything too spectacular, but it will be a start.

Fot those not in the know I am remodelling the area around Madiera airport involving:

'Floating' runway extended out on pillars over the sea.
Completely new hand drawn heightmaps in the area around 1 mile from the airport.
Completely new heightmap taken from SRTM data for the whole island and surrounding islets.
New landclasses.
New buildings around the apron area, which will eventually include all the buildings at the airport.

#2 Greeney

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Posted 04 July 2005 - 02:27 PM

TechnicolorYawn, on Jul 4 2005, 11:07 AM, said:

Having now got over my City Of Heroes addiction ( :D ) I am now ready to get back into scenery design.

I'm going to finish the ground around the airport and release a beta :P so I can see if everyone is able to run the raised runway. This will be around a version 0.7, so don't expect anything too spectacular, but it will be a start.

Fot those not in the know I am remodelling the area around Madiera airport involving:

'Floating' runway extended out on pillars over the sea.
Completely new hand drawn heightmaps in the area around 1 mile from the airport.
Completely new heightmap taken from SRTM data for the whole island and surrounding islets.
New landclasses.
New buildings around the apron area, which will eventually include all the buildings at the airport.
  :D  :D Cant i Beta? LOL

#3 TechnicolorYawn

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Posted 04 July 2005 - 04:34 PM

Yeah, once I've got something vaguely downloadable, I'll post a link, so everyone can have a go.

#4 Hornet

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Posted 04 July 2005 - 04:34 PM

Nice! Can we see some sceenshots? :D

#5 SargeJr3

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Posted 04 July 2005 - 04:35 PM

######, I'm in for beta!

#6 TechnicolorYawn

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Posted 05 July 2005 - 01:16 AM

This is the best freeware LPMA I could find:

Posted Image



This is mine so far: :D

Posted Image

#7 Hornet

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Posted 05 July 2005 - 02:06 AM

Keep going. I like. :D

#8 dolbinau

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Posted 05 July 2005 - 02:28 AM

Excellent Job TY :D.

#9 Tom.D

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Posted 06 July 2005 - 11:55 AM

You ever need someone to do those building in GMax, drop me a line,  if not, ignore me! :D

#10 TechnicolorYawn

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Posted 06 July 2005 - 03:12 PM

aahh... Its been so long since I did this :D  .. I have to learn everything again...

#11 TechnicolorYawn

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Posted 06 July 2005 - 03:14 PM

A lot of scenries I've seen use textured polygons as taxiways, markings, etc (as opposed to texturing the actual ground). Are these just GMax objects just raised off the ground a fraction or are they something different?

#12 TechnicolorYawn

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Posted 06 July 2005 - 03:53 PM

Aha.. yep - Gmax models. Sorted now :D

#13 wildwobby

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Posted 06 July 2005 - 04:08 PM

TechnicolorYawn, on Jul 6 2005, 03:53 PM, said:

Aha.. yep - Gmax models. Sorted now :D
How do you make the ground markings in GMAX? I need the same thing... lol

It is looking GREAT!

#14 TechnicolorYawn

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Posted 06 July 2005 - 04:22 PM

You should be able to add extra markings to an existing AFCAD runway or apron using textures with an alpha channel, for the transparent bits.

If you already have a GMax created ground poly, then I think you may have to use multi-texturing, which I'm not sure how to do (yet).

#15 TechnicolorYawn

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Posted 06 July 2005 - 05:47 PM

Hmm.. more problems...

I have 3 objects on the ground - the ground itself, some AFCAD taxiways and a 2D Gmax polygon with a taxiway texture on it. The problem is, I can't seem to get it so it looks right. The shadows can only be seen from a very high angle, or a very low angle, and if I go further than about a mile out, you can see the ground through the texture.

I have the ground at 58.5161m, the AFCAD at 58.53659m (that's 192ft, according to FS Scenery Creator), and the textured poly at 58.54659m.

Anyone have any idea what kinds of seperations should I be using? I've seen sceneries that use AFCAD data and textured polys with no shadow or show-through side effects at all.

#16 wildwobby

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Posted 06 July 2005 - 06:56 PM

hey, were both on the AVSIM forums too! I will be looking foward to the answer.... Also, can you teach me how to texture in GMAX? I cant do it! :D, also, when placing buildings you do it one by one right? and if you have multiple of the same buildings.... then what? I can't wait until you release it!

Good luck!
Robby

#17 TechnicolorYawn

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Posted 07 July 2005 - 12:49 AM

wildwobby, on Jul 6 2005, 06:56 PM, said:

hey, were both on the AVSIM forums too!
hehe.. I noticed that last night :D

Here's a set of tutorials I used to help me:

http://www.windowlig....nz/design.html

The 'Designing a simple building' one shows you how to do texturing.

If you want multiple copies of the same building, the best way is to use XML to place them. You can create multiple entries of the line that places the object in the XML file before you compile it (if that makes sense) to have the object placed in more than one location in the same .bgl.

#18 wildwobby

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Posted 07 July 2005 - 11:56 AM

TechnicolorYawn, on Jul 7 2005, 12:49 AM, said:

wildwobby, on Jul 6 2005, 06:56 PM, said:

hey, were both on the AVSIM forums too!
hehe.. I noticed that last night :D

Here's a set of tutorials I used to help me:

http://www.windowlig....nz/design.html

The 'Designing a simple building' one shows you how to do texturing.

If you want multiple copies of the same building, the best way is to use XML to place them. You can create multiple entries of the line that places the object in the XML file before you compile it (if that makes sense) to have the object placed in more than one location in the same .bgl.
THANKS!

wait so if i wanted to place 2 buildings... in the XML, I make this:
<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">

	<!--
	<SceneryObject lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
<SceneryObject lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE"
imageComplexity="NORMAL">
  <LibraryObject name="49484DD94DD821F1229CD181D37899EC" scale="1.0" />
	</SceneryObject>

	-->

	<!-- Inclusion of model data.  Use the 'Name' of this object to place --> 
	<!-- it in other locations.                                           --> 
	<ModelData name="49484DD94DD821F1229CD181D37899EC" sourceFile="test.mdl" />
</FSData>


My texturing works now, THANKS!

Also, I change the heading to get the front of the building where I want it? thanks SO MUCH!

And also :D, where is the texture files after i compile? lol.

Edited by wildwobby, 07 July 2005 - 11:59 AM.


#19 TechnicolorYawn

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Posted 07 July 2005 - 12:08 PM

kind of... you need to duplicate the

<LibraryObject name="49484DD94DD821F1229CD181D37899EC" scale="1.0" />
</SceneryObject>

bit too for each duplicate object. basically everthing from <sceneryobject to </sceneryobject>

Once you've compiled your object with textures, you need to convert them to DXT3 textures (google a little program called DXTBmp for this) and put them in the texture folder of wherever you have your scenery. You only need to do this once, not every time you recompile (unless you want to change the texture).

Edited by TechnicolorYawn, 07 July 2005 - 12:09 PM.


#20 [V1]-[VR]-[V2]

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Posted 07 July 2005 - 12:10 PM

its rocks!!! i cant wait!!