| Interview
Tom's HiTiles for Falcon 4
by Tom
"20mm" Hayden

Ask
any fan of Falcon 4 what the primary add-ons for the simulation
are, and without a doubt you will hear the name HiTiles. The
brainchild of Tom Waelti, HiTiles for Falcon 4 completely
replaces the stock terrain of the Korean theatre. It adds
greater variety, and much higher detail to the landscape,
cities, harbor areas, roads, farm houses, and includes night
lighting effects as well. Flying Falcon 4 has always been
about immersion, the suspension of disbelief, and HiTiles,
in the opinion of many, adds tremendously to that immersion.
On October 25, 2005, Tom announced
that HiTilesAF for Falcon 4: Allied Force was completed and
available for download at his site. This is the first officially
licensed add-on for F4:AF and one many of us had been eagerly
anticipating.
But have you ever wondered how
this all got started, and how HiTiles and now HiTilesAF are
made? We did, and so we decided to ask the man himself. We
are pleased to present to you our interview with the creator
of HiTiles and HiTilesAF, Tom Waelti.

20mm: Tom, HiTiles has been around
for several years now. Please tell us how you got started
doing HiTiles for Falcon 4, and some of the evolution that
has taken place during that time.
Tom: Sure. It all started in
spring 2002, the moment Julian "Codec" Onions, the
leading brain and worker behind most of the Falcon development
in the last few years (and now a member of Lead Pursuit),
found out that the Falcon Graphics Engine was able to use
higher resolution terrain textures than the default ones.
I really got interested once I saw some experimental tiles
from the Desert Storm theatre. As I had been working as one
of the "tiling slaves" on the original Balkans theatre,
I knew a bit about how the stuff worked (if you fly Allied
Force, watch for the delta of the river Po or the region around
Assisi my work.
My starting point were the forest ground textures the
blueish hue of the original forests in the classic Falcon
4.0 was just awful. So that is what I tackled first, during
Christmas Holiday 2002. I also reworked the farm road textures
because the "lawnmover fields" and zig-zaggy
roads just killed the immersion for me. This original set
of tiles was released January 18th, 2003, as freeware. I then
continued doing more and more textures such as farms, cities
and airbases (released the day my son was born!), all available
as freeware.
One day however, I realized that do
something really outstanding, I needed to rework ALL the textures.
But I had reworked only 300, over 800 remained. That's where
some of the fun stopped, and the hard work did begin. That's
also one of the reasons HiTiles became payware, and in addition
it allows me to pay for good hosting and bandwidth, do real
customer service and encouraged higher product quality.
After the release of the original
HiTiles for Korea in spring 2004, I picked up redoing the
Balkans theatre, as I had promised a free Balkans upgrade.
This included the reworking of another 300 terrain textures,
but was, in hindsight, a fortunate turn as it prepared
me for the work in the upcoming Falcon 4.0: Allied Force.
Without me even knowing it!
Once news of F4:AF came out, I immediately
pre-ordered from Graphsim. Once I had Allied Force installed,
I quickly saw the opportunity and technical potential for
HiTilesAF.
First, I integrated my previous Balkans and Korea work into
a single package. Then I added quite a bunch of newly needed
textures to complete the package and break up repeating patterns
along coasts, roads and forests. Finally, I needed a much
easier install procedure, so I had to completely rewrite my
installers and the logic behind them. I also again picked
up my original BMS idea of the season switcher and started
to code that. Once an agreement with Lead Pursuit was in place,
everything was put together and submitted to them for rigorous
testing. Their feedback helped me a lot in further improving
the product and also ensured that the customer gets a very
positive and stable experience with the product, even in Multiplayer
or when applying a new Patch from LP.
20mm: Very interesting. So, you've
been involved with Falcon 4 since the early days. Tell us
about your history with Falcon 4.
Tom: I got hooked on Falcon
the moment I saw a preview screenshot in Summer 1997 (I was
especially impressed by the terrain graphics!). However, I
only bought it after the 1.08 patch was out. In fact, I even
bought two copies (one German, one English).
My development work on Falcon started
with the infamous F4CockpitManager five years ago. It was
released about a week before auto-switching was introduced,
so the lifespan of that particular tool was VERY short. Then
I did F4Weather, a mod to add new weather patterns (cloud
covers, wind and temperature) to saved missions and campaigns.
This was a favorite of the community for many years, as it
did work with all the Efalcon and SuperPAK series of patches.
Then I got involved with documentation and was "Editor-in-Chief"
for all of the SuperPAK series manuals. This is also when
work on the first HiTiles started.
Last but not least, I had the pleasure to play a minor role
in the BMS series, where I provided some technical feedback
on the terrain engine and was allowed to work a few things
into the code. I really hope that some of talent and work
in there (Jam, Cobra, Mike, Boxer et.al.) can find a way towards
Lead Pursuit.
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