Previous Thread
Next Thread
Print Thread
Rate This Thread
Hop To
Page 1 of 5 1 2 3 4 5
#2039428 - 10/05/05 11:54 AM STICKY: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
I am trying to find the footprints of the various object found in this sim. Of course I am rather taking larger objects like structures, but anything beyond 1 m range could qualify. That and perhaps small thumbnails of them in jpg format. Did we have some kind of catalogue of the standard and added objects yet?

Inline advert (2nd and 3rd post)

#2039429 - 10/05/05 07:38 PM Re: Game Objects.  
Joined: Aug 2005
Posts: 213
KillerBee Offline
Member
KillerBee  Offline
Member

Joined: Aug 2005
Posts: 213
Knoxville, Tennessee
Polak,

E-Mail Me at: vlkb331@tds.net

I'll give You the full scoop.


SEMPER FI!

331KillerBee


AKA 331KillerBee
MARINE Avation Ordnance
VMA-331 Bumblebees

MARINE AIR
On Time Delivery
#2039430 - 10/05/05 08:53 PM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
First, thanks KB for reply. Here is little something which can help us to make those pesky new airfields.

The concept is this: to use FS scenery tool to place SF:P1 standard and custom objects on the background picture which then can be used to build roads and taxiways in Max.

The program is: FSSC (Flight Sim Scenery Creator) freeware available here: web page

Here I have already created the template with all Stock SF:P1 objects. I can use them by copy it and paste in nearly unlimited quantity. The footprint is needed to see if the object is fitting the background - the footprint can be shown "as is" in this program so bunching up and ovelaping hangars and barracks can be easily avoided. See .... Hangar 2 fits perfectly, but Hangar3 not. So new model maybe needs to be made for this purpose or better fit searched.

Eventually when all is done thext file is produced as an output of the process:

Quote:

TEXT OUTPUT FROM FSSC PROGRAM:


[Macro]
Name=Target[xxx].Type=Hangar2
X=-1002.15
Y=-2000.6
Rotation=270
File=D:\Leung Software\FS Scenery Creator\Macros\PARKING.API
V1=10000
V2=100
Param0=200
Param1=200

[Macro]
Name=Target[xxx].Type=Hangar3
X=-722.15
Y=-1312.6
Rotation=.1
File=D:\Leung Software\FS Scenery Creator\Macros\PARKING.API
V1=10000
V2=100
Param0=100
Param1=200

*************************************************
ALTERED TEXT OUTPUT FROM FSSC PROGRAM TO CONFORM SF:P1 TARGET.INI:


delete word [Macro] on the begining of each record ;
enter sequential number of the targer instead of [xxx];
remove word "Name=";
end result:
Target[023].Type=Hangar2

use X=-722.15 Y=-1312.6 data to make line "Target[023].Offset=-722.15,-1312.6" - end result:
Target[023].Offset=-722.15,-1312.6

use "Rotation=270" data to make line "Target[023].Heading=270"- end result:
Target[023].Heading=270

delete rest of the lines from the records
and so on.....

Target[024].Type=Hangar3
Target[024].Offset=602.239,223.195
Target[024].Heading=270

This is how to change it. With Notepad "Find and replace" not too much sweat, I hope.

OK one may say ... let us see something done then. Time permiting something perhaps will be, but for now this is just to show the method which IMHO is pretty solid. There is more though. It is not just to make it all anew. This could be the "first truss" of the bridge to most of the FS airport sceneries.
TBC....


#2039431 - 10/05/05 09:17 PM Re: Game Objects.  
Joined: Oct 2001
Posts: 2,506
fubar_512 Offline
Senior Member
fubar_512  Offline
Senior Member

Joined: Oct 2001
Posts: 2,506
Monmouth County, NJ, USA
Outstanding!!!


SimHQ: More fun than a bucket of eels!!!!!
#2039432 - 10/05/05 09:23 PM Re: Game Objects.  
Joined: Aug 2005
Posts: 213
KillerBee Offline
Member
KillerBee  Offline
Member

Joined: Aug 2005
Posts: 213
Knoxville, Tennessee
Polak,
This is a Great Find! I do it the "Ole' fashioned" way. By hand editing them. I've been advocating a Tool for Target placement. It would have to read the TargetType.ini and "Base" Target.ini to generate and compile a "Target.ini". Location of Targets can be located by something much like the Mission Editor. Once this is done, Then you'll have a "Base Target.ini". Once this is done, a the program could read the Types.ini for the Type of Object to be placed winthin the Locations. Finally, it would compile a Target.ini for the said Terrain.

I'm not a Programer, But this is a Tool We all could use.

Also, Many Geound Objects, like City Buildings, are generic in shape. The only thing is the Textured assigned to it. One can conclude that the Textures can be Hex Edited just like Pilot .bmp's. Thus, one could have Many different Objects just by a matter of Painting using the same type .Lod.

BTW, I have alittle trick to placing Objects. E-Mail Me, and I'll tell you about it.

KB


AKA 331KillerBee
MARINE Avation Ordnance
VMA-331 Bumblebees

MARINE AIR
On Time Delivery
#2039433 - 10/05/05 09:37 PM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
Guys, there is perhaps MUCH more than meets the eyes

This method above is just one approach of many, many possibilities ... and resources. Sure it requires some ironing, but eventually maybe the output can be made straight and exactly up to SF:P1 "colors".

One thing though I hope WILL become hopefully easier. Making those apron and taxiway skirting lights. Later ....

#2039434 - 10/05/05 11:58 PM Re: Game Objects.  
Joined: Aug 2003
Posts: 1,158
MoonJumper Offline
Member
MoonJumper  Offline
Member

Joined: Aug 2003
Posts: 1,158
D-CHOC

#2039435 - 10/06/05 12:16 AM Re: Game Objects.  
Joined: Feb 2001
Posts: 2,235
Charles Offline
Member
Charles  Offline
Member

Joined: Feb 2001
Posts: 2,235
Australia
Very interesting work, Polak.

Speaking as one who hand-placed hundreds of objects in the WW2 Euro terrain, this sounds like a very promising advance.

#2039436 - 10/07/05 04:54 AM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
In continuation of this little project, I think I got the inventory and their footprint sizes covered here. Grid on runway 2x2 m



PS. From unknown reason not all of the LODs are displayed. On this pic look OK , but after tose big hangars it cuts off even the offset coordinates seems OK. Well.. I'll dig into that tomorrow.

#2039437 - 10/07/05 05:40 AM Re: Game Objects.  

**DONOTDELETE**
Unregistered
Anonymous
Unregistered


Go Polak Go!!!

#2039438 - 10/07/05 09:23 AM Re: Game Objects.  
Joined: Mar 2004
Posts: 792
kreelin Offline
Member
kreelin  Offline
Member

Joined: Mar 2004
Posts: 792
Paris, France

#2039439 - 10/08/05 01:30 AM Re: Game Objects.  

**DONOTDELETE**
Unregistered
Anonymous
Unregistered


WOW!

#2039440 - 10/09/05 05:03 AM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
In this brief update of this project I finished with footprints and as a checkup I have quickly assembled some fictional cluster structure. As you can see ShelterB length needs some remeasuring, but generally:
a. one can obtain from this method quite high precision of object placement,
b. it is pretty simple,
c. it is pretty fast (25 min for the above),
d. finaly and most importantly IT WORKS! them as efficiently as possible - each component has own damage and destruction model.

I also suggest that the concept of Object Libraries be established and developed according to various nature of targets, terrains, timeframe of action, etc. Once that is done and d/loaded, publishing and distribution of new targets could be as simple as posting text add ons to XXXX_TARGET.INI on this forum.


#2039441 - 10/09/05 02:35 PM Re: Game Objects.  
Joined: May 2004
Posts: 108
dwcace Offline
Member
dwcace  Offline
Member

Joined: May 2004
Posts: 108
NH USA
Damn Polak! That is some serious gourmet shiznat! Looks awesome, keep it up!

#2039442 - 10/09/05 02:51 PM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
This morning I updated that "unspecified" object with some more realistic addition to the city. 3 wave rows of blocks of flats or apartment building as we call here may give slightly better look to rather monotoneaus current cities. Even that aforementioned "weirdo" blends nicely in the crowded picture. Again this has been just put together in rush and dropped into the city for trial. FPS not affected.

And possibilities could be abundand. Please note that so far I am playing with exisitng LOD models. Combining them into clusters gives some new look and meaning.

#2039443 - 10/09/05 06:13 PM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
Here is target we all can use. Originally I called it Hexagon and thought about is as some HQ of some fictional SuperPower. But on the second look looks just like an ... old state pen. May as well.

Here is a "source" which (if you like it) can be appended to your _TARGETS.INI in any location of your choosing.

Quote:
Target[001].Type=HQBuilding1
Target[001].Offset=.35,99.4
Target[001].Heading=90
Target[002].Type=HQBuilding1
Target[002].Offset=85.75,49.8
Target[002].Heading=150
Target[003].Type=HQBuilding1
Target[003].Offset=-84.95,49.6
Target[003].Heading=30
Target[004].Type=HQBuilding1
Target[004].Offset=.05,-98.4
Target[004].Heading=270
Target[005].Type=HQBuilding1
Target[005].Offset=-85.15,-49.2
Target[005].Heading=330
Target[006].Type=HQBuilding1
Target[006].Offset=85.65,-49
Target[006].Heading=210
Target[007].Type=CityBuilding3
Target[007].Offset=61.15,106
Target[007].Heading=210
Target[008].Type=CityBuilding3
Target[008].Offset=-60.55,106
Target[008].Heading=150
Target[009].Type=CityBuilding3
Target[009].Offset=122.65,.5
Target[009].Heading=270
Target[010].Type=CityBuilding3
Target[010].Offset=-122.35,.5
Target[010].Heading=900
Target[011].Type=CityBuilding3
Target[011].Offset=60.65,-104
Target[011].Heading=330
Target[012].Type=CityBuilding3
Target[012].Offset=-60.85,-105.5
Target[012].Heading=30
Target[013].Type=oiltank1
Target[013].Offset=-.1,.05
Target[013].Heading=90
Target[014].Type=watertower1
Target[014].Offset=0,0
Target[014].Heading=90
Target[015].Type=ShelterA
Target[015].Offset=-.05,45.6
Target[015].Heading=180
Target[016].Type=ShelterA
Target[016].Offset=37.65,-24.6
Target[016].Heading=300
Target[017].Type=ShelterA
Target[017].Offset=39.05,22.95
Target[017].Heading=240
Target[018].Type=ShelterA
Target[018].Offset=-37.85,23.7
Target[018].Heading=120
Target[019].Type=ShelterA
Target[019].Offset=-38.35,-22.4
Target[019].Heading=60
Target[020].Type=ShelterA
Target[020].Offset=-.05,27.4
Target[020].Heading=90
Target[021].Type=ShelterA
Target[021].Offset=.25,-26.3
Target[021].Heading=270
Target[022].Type=ShelterA
Target[022].Offset=22.05,-15.6
Target[022].Heading=210
Target[023].Type=ShelterA
Target[023].Offset=23.25,13.8
Target[023].Heading=150
Target[024].Type=ShelterA
Target[024].Offset=-22.45,14.7
Target[024].Heading=30
Target[025].Type=ShelterA
Target[025].Offset=-22.55,-13.2
Target[025].Heading=330
Target[026].Type=Obelisk1
Target[026].Offset=-92.15,.4
Target[026].Heading=90
Target[027].Type=Obelisk1
Target[027].Offset=-45.65,81.9
Target[027].Heading=90
Target[028].Type=Obelisk1
Target[028].Offset=45.35,80.9
Target[028].Heading=90
Target[029].Type=Obelisk1
Target[029].Offset=92.35,-.1
Target[029].Heading=90
Target[030].Type=Obelisk1
Target[030].Offset=44.35,-79.1
Target[030].Heading=90
Target[031].Type=Obelisk1
Target[031].Offset=-45.65,-79.6
Target[031].Heading=90
Target[032].Type=ShelterA
Target[032].Offset=.25,-44.3
Target[032].Heading=0.1
and here is the pic:

#2039444 - 10/10/05 03:47 AM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
Perhaps the neatest aspect of cloistering game 3D objects into new entities is their destruction effect. Since each of components of the model has its own _d version the overal damage is pretty convincing, in my books at least. Damage can be cumulative and really dependant on the ordnance placement.


#2039445 - 10/22/05 02:41 AM Re: Game Objects.  
Joined: May 2001
Posts: 5,462
Polak Offline
Hotshot
Polak  Offline
Hotshot

Joined: May 2001
Posts: 5,462
New York, NY
Pararel to today Bunyap's effort to provide you with targets to play with, I have too made some advances with FSSC adapatation as SF:P1 Target Placer Tool. As you perhaps can see above I have updated one of the earlier shot with latest small project which is some fictional industrial site counting approx over 150 elements. All stock and fully destroyable so some bombing excercise could arranged here too.

Thanks to some progress in pretty quick, however still very "manual" FSSC->SF:P1 conversion method, this project took me no more than few hours to complete.

I am off to try to place the background polygons with the site layout - it should look tad better when done.

#2039446 - 10/22/05 02:56 AM Re: Game Objects.  
Joined: Sep 2005
Posts: 224
sebablink Offline
Member
sebablink  Offline
Member

Joined: Sep 2005
Posts: 224


http://www.escuadron-esaf.com
A GREATS BALL OF FIRE
#2039447 - 10/22/05 05:42 AM Re: Game Objects.  

**DONOTDELETE**
Unregistered
Anonymous
Unregistered


Quote:
Originally posted by sebablink:
Double

Page 1 of 5 1 2 3 4 5

Moderated by  RacerGT 

Quick Search
Recent Articles
Support SimHQ

If you shop on Amazon use this Amazon link to support SimHQ
.
Social


Recent Topics
South Africa’s C-47 Dakotas Set For Retirement
by F4UDash4. 05/11/24 07:09 PM
Actor Bernard Hill was 79
by NoFlyBoy. 05/06/24 10:54 AM
Maple Griefs Forever
by KraziKanuK. 05/05/24 11:07 PM
Dick Rutan was 85
by F4UDash4. 05/04/24 11:02 AM
May the 4th be with you!
by RossUK. 05/04/24 09:30 AM
MLB (baseball)
by PanzerMeyer. 05/02/24 10:37 AM
Admiral Rickover
by RossUK. 05/01/24 12:57 PM
Copyright 1997-2016, SimHQ Inc. All Rights Reserved.

Powered by UBB.threads™ PHP Forum Software 7.6.0