Search found 78 matches
- 2012-03-15 09:07:30
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Currently the only way I know of is by editing them in Photoshop (or any other similar program) individually. That been said, there is a very clever method by Khronik (in BMS forums) that is being worked on, that automates the procedure. There is nothing public right now but we should come to that. ...
- 2012-03-11 08:05:01
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Joe, very nice work so far.
Unfortunately, when you import new tiles in the BIN file, the Night tiles generated are black. There is no automatic night tile creation method. Something is worked on right now but the last version of TerrainEditor doesn't produce night tiles.
Unfortunately, when you import new tiles in the BIN file, the Night tiles generated are black. There is no automatic night tile creation method. Something is worked on right now but the last version of TerrainEditor doesn't produce night tiles.
- 2012-01-13 14:55:54
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Probably a limitation of FreeImage Library that I'm using to manipulate images. I'd suggest to cut the image in smaller pieces (maybe 4 parts of 4000x4000) and try to do it with these.
- 2012-01-12 20:57:46
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Joe, I'm sorry but I can't reproduce the error you're describing. How big is the image that you're importing in order to create the new tiles? I tried with a 3200x2400px photo and it worked as it should. Maybe is a memory issue and there is no memory available to load the imported image. Do you s...
- 2011-11-25 14:50:05
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Generally, the navigation is not the faster it can be. This gets worse if you display a big area on the screen. The fastest results are when you have a grid of let's say 6x6 and the zoom factor is 1 (all the way to the left). Another thing you can do to speed it up is to enable cache (use tile cache...
- 2011-11-04 16:07:47
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Good to know it worked as it should
Thanks for the timing info as well.
Sakis
Thanks for the timing info as well.
Sakis
- 2011-11-03 22:39:38
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Version 3.4.2 is out adding a Station+ILS editor plus fixing some bugs. Additionally, MakeTerrain and ModTerrain were updated in order to handle big theaters. I need some feedback for the Stations+ILS editor, since I only have OF and BMS installations, so it wasn't tested on FF/AF versions. Info: ht...
- 2011-10-11 13:33:30
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
When I try to TerrainEditor.exe (version 3.1.1) I get this error message. img]http://farm7.static.flickr.com/6058/6233555187_489ff3d8f8.jpg[/img] What I can do? The traduction: Error 52 at runtime. File name or number of incorrect Do you have anything in registry that is not valid anymore? Any left...
- 2011-10-06 15:10:47
- Forum: Theater Tools
- Topic: lstupdate.exe for BMS 4.32?Solved! Monster's lstMod_v1.1.0
- Replies: 9
- Views: 17601
Re: lstupdate.exe for BMS 4.32?
Here is the update, should be working fine, use -u as first parameter to remove the entry.
Regards
Sakis
Regards
Sakis
- 2011-10-06 13:49:56
- Forum: Theater Tools
- Topic: lstupdate.exe for BMS 4.32?Solved! Monster's lstMod_v1.1.0
- Replies: 9
- Views: 17601
Re: lstupdate.exe for BMS 4.32?
Yeah, you figured it out, the single quote thing with NSIS...
I'll look into it (it shouldn't be too hard) to add a "remove" function for uninstaller.
You can include it anywhere, anyhow you want, no problem
I'll look into it (it shouldn't be too hard) to add a "remove" function for uninstaller.
You can include it anywhere, anyhow you want, no problem
- 2011-10-06 08:07:03
- Forum: Theater Tools
- Topic: lstupdate.exe for BMS 4.32?Solved! Monster's lstMod_v1.1.0
- Replies: 9
- Views: 17601
Re: lstupdate.exe for BMS 4.32?
Hi Joe, I don't know if this is going to help you or not but, I made a little program a while ago to manipulate the lst file, and specifically, to add a line to it while checking if it is allready there (and obviously not adding it if it is there :D ). It doesn't check the registry though, you have ...
- 2011-09-30 15:15:21
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Luk,
I'm afraid is more time consuming than I originally thought,
I'm still working on it but my free time at the moment is not as much as I would like it to be...
I'll let you know when it's ready.
I'm afraid is more time consuming than I originally thought,
I'm still working on it but my free time at the moment is not as much as I would like it to be...
I'll let you know when it's ready.
- 2011-08-12 14:48:02
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Sorry I've been away for a while, I'm not an expert on memory management, so I won't try to implement various solutions such as AWE. The point is, as I said, my program was made having speed in mind, so the faster way is to load all the data in memory (one L at a time) and do everything there. As yo...
- 2011-08-04 22:36:24
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Luk, Let me start by saying that MakeTerrain and ModTerrain are both very much memory consuming. This was done on purpose, in order to gain speed and not having to read from disk all the time. This is of course getting worse for bigger theaters. Here's some numbers: For 64 seg theater: (L0 is 409...
- 2011-06-12 14:57:59
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi demer, IMHO, it's far better to use L0 elevation because of the best resolution you can achieve (250m instead of 1km in L2). That;s the reason I only used L0 elevation in terrain rebuilding. What I'm usually doing is, I extract the L0 elevation as an .elv file with ModTerrain (parameters -x =e #0...
- 2011-04-20 05:46:12
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
I think I found the bug. Please download TEdds.dll v1.1.9 and unzip it into TerrainEditor folder. The error doesn't happen all the time and is somewhat random, but I was able to reproduce it and locate the problem. This is a suggested fix for everyone, until v3.3.1 of TerrainEditor is out, in which ...
- 2011-04-19 21:48:44
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi demer
Thanks for letting me know, it seems that something is wrong with this function. I'll look into this and I'll try and fix it. In the meanwhile, you can create your own M and L tiles, name them accordingly and place them together with the H tile. They should be copied in the folder.
Thanks for letting me know, it seems that something is wrong with this function. I'll look into this and I'll try and fix it. In the meanwhile, you can create your own M and L tiles, name them accordingly and place them together with the H tile. They should be copied in the folder.
- 2011-04-14 12:45:01
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Yes Naldo, finally got it. Thanks.Naldo wrote:Monster did you get my email?
- 2011-04-10 21:09:33
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Just asking... Doesn't import - export functions work for you for tile moving? Export a piece of the theater and then import it at a different position.
- 2011-04-10 20:20:47
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Luk, try to do the same using Mac Byte order as shown here (both for loading and saving): http://img.photobucket.com/albums/v216/sakgiok/EMF/Progs/photoshop_raw.jpg For L2 the second channel shouldn't be important because the tile numbers go up only to 4096 (256 sets x 16 tiles max) that needs on...
- 2011-01-23 19:48:45
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi FoxThree, I'm not sure I understood the error you got and how you solved it exactly, if you can give me more info, I can have TerrainEditor intercept this error with at least an understandable error message and possibly a solution. For the second part of your question, you can load the tdf files ...
- 2010-12-20 00:51:28
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
New versions of TerrainEditor, ModTerrain and MakeTerrain. @Luk: I changed the way that normals are calculated for AF and the default values. Try 61 for min value and 152 for max. If you want darker results for less steep terrain, increase the min value. This is only for AF though, darker results fo...
- 2010-12-17 15:34:45
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Luk, The extra column you requested will be in the next update (actually two columns, OCDID and CTID which is OCDID-100). The objective substitution thing, is a bit more complex to do. This can be done easily though with excel. Just export all the objectives to a csv file, open with excel and do ...
- 2010-12-15 22:57:08
- Forum: Terrain / Theater
- Topic: "objectives" (cam, tac) in dogfight scenery
- Replies: 7
- Views: 15392
Re: "objectives" (cam, tac) in dogfight scenery
The file in use is Instant.cam, both for dogfight and Instant Action I think...
- 2010-12-14 17:24:57
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Sorry, I forgot to reply to the other question. Yes, I've disabled the listing of the patch folder, but if you visit http://programs.sakgiok.gr , you'll find in the downloads section, a link for the latest patch file. I can add the links for the previous patches as well, but the naming is the same, ...
- 2010-12-14 17:03:48
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Actually, I had to change the way that the normals are calculated in AF, because it uses a different phi system than FF/OF. I'll try to explain more about normals, angles and min/max_phi at my wiki, stay tuned about it. Then you should have a better understanding, what ModTerrain does and what min/m...
- 2010-12-12 22:18:03
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Thanks Demer928,
1. Very good observation, I'll include an option to add a link from B to A automatically.
2. Are you talking about "Export Checked" and "Import" buttons? What exactly is the error that you're getting?
1. Very good observation, I'll include an option to add a link from B to A automatically.
2. Are you talking about "Export Checked" and "Import" buttons? What exactly is the error that you're getting?
- 2010-12-09 21:25:58
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
I see what you mean and I have an idea what might be wrong. I'll do some testing and I'll let you know.
- 2010-12-08 21:42:13
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Can you post a screenshot please? Thanks.
- 2010-12-06 18:15:22
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
OK, my personal way to flat airports... - If I don't already have an ELV file, I produce one with ModTerrain (Commands: [x] Export Terrain Components, Components: [e] Elevation Data, LODs: L0). An terrain.e0 file will be produced (the same format as ELV). - I load this terrain.e0 in order to use Ter...
- 2010-12-05 18:00:17
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
New version out there, 3.2.4 (No GU yet, sorry... ).
Some features were added. Luk you can try now to calculate the normals with ModTerrain in AF.
Some features were added. Luk you can try now to calculate the normals with ModTerrain in AF.
- 2010-12-05 17:58:25
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
@Fighting Falcon, Sorry but I could not understand the problem. You can preview in 3d the L0. When you hit the Terrain 3d button and you are in L0/ELV mode, the data that are displayed are from L0. Otherwise the elevation data are from L2. Additionally, if you have the objectives loaded and displaye...
- 2010-12-01 20:56:12
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
No Luk, that 52 value is a different thing, so I guess we need a program update :D . From ModTerrain readme: 2.4 Normals for a tile, is normally a vector, perpendicular to the surface of the tile. While this usually is expressed as the length of the projection of the vector on each axis (Nx, Ny and ...
- 2010-12-01 16:13:20
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
If you have all Lxs made by SPTInstall, you can use ModTerrain to just fix normals. Just select the Fix Normals option with all Lxs selected, BUT!!!! As Sherlock said (thanks for the info Sherlock), the normals would be wrong for AF, since ModTerrain uses the FF/OF normal calculation procedure. @She...
- 2010-12-01 11:38:29
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Unfortunately, the things are a bit difficult for AF. There is no way at this point to make the fartiles for it and that's the only problem. You could take a look in here to make L0-2 and use the No Fartiles option in MakeTerrain, but you won't get the L3-5. Maybe your best shot is to go with standa...
- 2010-11-30 20:59:18
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Do you want to rebuild the whole terrain folder? Which Falcon setup are you using? Do you want to make fartiles as well?
Normally, MakeTerrain is the one you need but I need more info to tell you exactly what to do.
PS. There are no stupid questions AFAIK, only stupid answers.
Normally, MakeTerrain is the one you need but I need more info to tell you exactly what to do.
PS. There are no stupid questions AFAIK, only stupid answers.
- 2010-11-29 19:50:00
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Hi Fighting Falcon, If I understood correctly, you have a problem with the airports, not being on the ground. You should try and level the terrain that airports are occupying. This should be done at L0 but it's better to be done for all Lxs as well. If you are building the terrain with MakeTerrain, ...
- 2010-11-24 19:17:35
- Forum: Europe
- Topic: Europe mod for AF - UI enhance
- Replies: 24
- Views: 27841
Re: Europe mod for AF - UI enhance
I think the error is in your irc file. Instead of [LOADIMAGE] it should read [LOADTRANSIMAGE].
- 2010-11-19 22:57:52
- Forum: Campaign
- Topic: Falcon4 OBJECTIVES table
- Replies: 41
- Views: 49413
Re: Falcon4 OBJECTIVES table
Did you try creating a thr file with TerrainEditor?
- 2010-11-19 21:15:56
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 296185
Re: TerrainEditor Utility
Nice to hear it Luk. But you were right the first time about the problem. I released v3.2.3 that fixes the previous bugs. Sorry about that. It seems that for Balkan and other Korean theaters, a separate 3d folder was used, apart from the normal object folder, and I wasn't taking it into account befo...