Editing current Airbases

Terrain / Theater editing

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marvin157th
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Editing current Airbases

Post by marvin157th » 2007-10-02 07:27:04

Hey guys,

Does anyone know if it is possible to rotate current airbases in Falcon4? For example, I was looking at Osan AB in Korea. Well it would make a nicer Aviano AB, not perfect, but it is a much more dense populated base and would work out pretty well if I could rotate it to proper headings.

Jody

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Post by Snake Man » 2007-10-02 08:14:17

I moved the topic to more proper area. I'm not sure about that, CCC most likely will give you an answer. There are also other airbase related topics around so better check with search what you can find.
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ccc
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Post by ccc » 2007-10-02 13:28:12

yes the airbase model can be rotated .. use lodEditor-Objective editor.

an airbase obj is made of several parts - pieces of runway, sections of taxi way, parting area, control tower, hangers, AAA and SAM placement etc.

to rotate the whole airbase - you HAVE TO rotate each parts - one by one, then move them for alignment.

image it - a runway is made of three or four sections, you can rotate each part along the center point of it. after the rotation, you got a broken runway.. now use move function to glue them together.

sorry you can not rotate it with one or two clicks.. heheh.

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Luk
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is that "all" ?

Post by Luk » 2007-10-02 13:53:07

Then you change the geometry. And what about landing procedures/navigation? I am unsure tha Falcon code is so inteligent, that it can detect rotated LODs automatically...
Luk

ccc
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Re: is that "all" ?

Post by ccc » 2007-10-02 14:00:19

Luk wrote:Then you change the geometry. And what about landing procedures/navigation? I am unsure tha Falcon code is so inteligent, that it can detect rotated LODs automatically...
Luk
we're talking about 3d model. the rest is tweaked in other data files.

btw.. there're some action spots can be edited in lod - such as spots for taxi, hold taxi, landing, take off, parking etc. all these spots should be moved to new locations once you rotate the base.. hmm... i assumed AI can land or takeoff properly - if you place those spots correctly.

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Luk
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Wow!

Post by Luk » 2007-10-02 16:10:11

Thanks. It sounds better, I expected.
Luk

marvin157th
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Post by marvin157th » 2007-10-02 21:12:46

CCC,

Cool.. When I am ready to try this in a few weeks, I might get back to you with some more details. But it sounds like it may work!

Jody
ccc wrote:yes the airbase model can be rotated .. use lodEditor-Objective editor.

an airbase obj is made of several parts - pieces of runway, sections of taxi way, parting area, control tower, hangers, AAA and SAM placement etc.

to rotate the whole airbase - you HAVE TO rotate each parts - one by one, then move them for alignment.

image it - a runway is made of three or four sections, you can rotate each part along the center point of it. after the rotation, you got a broken runway.. now use move function to glue them together.

sorry you can not rotate it with one or two clicks.. heheh.

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Airbase Parts

Post by ranger822 » 2007-10-02 22:02:11

Just curious - why does an airbase object have to have so many parts? Probably a code thing. But it would be nice to just deal with one airbase part -- surely the graphics engine will handle it now.

If you have to do it in pieces, would it be easier to put all the parts onto one single part - then you can rotate the whole thing. Then remove the parts and save individually. DXEdit may be perfect for something like that I think.

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Re: Airbase Parts

Post by Snake Man » 2007-10-02 23:51:21

ranger822 wrote:DXEdit may be perfect for something like that I think.
Where can I download it?
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DXEdit

Post by ranger822 » 2007-10-03 03:09:10

pm inbound

ccc
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Post by ccc » 2007-10-03 04:38:23

multiple parts for an airbase - each part can be targeted and destroyed seperately. if you make it a sinlge item, well the aiming point will be the center of the model.

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