Falkland theater

Falklands theater

Moderators: Snake Man, Lone Wolf

Guest

Falkland theater

Post by Guest » 2000-08-18 15:49:00

Just to say 43% tiled(total 156 seg).
Half of west Falkland and some offshore rocks.
I tile 2-4 segments per day, so it will take 1-2 months to complete tiling work..err I finally learn its an ambitious plan for myself, hehe, Falkland is a bit larger than i expect :D

BTW, where can i find basic info of Stanley airport?

Guest

Re: Falkland theater

Post by Guest » 2000-08-18 19:47:00

Hey thats great to hear, its very nice that people are doing theaters now, soon we will have all the major hotspots covered.

Have you gotten around to fly it yet?

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-19 04:18:00

Not yet. Maybe you can take some shots for me.
send you latest l2.
BTW, any info about that airport, runway length and its orientation? hanger number?

Guest

Re: Falkland theater

Post by Guest » 2000-08-19 20:44:00

I dont know about Stanley airport.

But why dont you add the Falklands to your Falcon, just read the tutorial and you'll be flying in no time.

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-20 13:40:00

Ok its now 54% tiled, covering 2/3 of west Falkland and few offshore rocks.

Ya, follow the tutorial, i now fly over Falkland...oh its really cool...and what a large island! suppose i can fly from west to east end in 30 second.. now its more than 3 min!!

Guest

Re: Falkland theater

Post by Guest » 2000-08-22 10:45:00

Now its 60% segment tiled.
yes, the West Falkland is done.

I put the latest l2 on :
http://www.egroups.com/group/f4Falkland

Guest

Re: Falkland theater

Post by Guest » 2000-08-22 13:07:00

Have you done those TE map images for Falklands yet, is the tutorial for this issue making any sense?

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 01:06:00

hehe its now 80% tiled.

BTW, Snake Man,
I wonder what scales you processing original DEM data for a theater, in Meter or feet?
My theater looks a bit plain. according to my falk map.gif, two or three moutains measured 700m, thats about 2100ft. but i found no one over 2000ft in current theater.
any idea?

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 01:15:00

I'm using the default perl script by Julian Onions. I dont know much about the elevation, never looked for excat datas.

You think the Falkland elevation is wrong?

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 05:05:00

Just feel it a bit FLAT, never mind, i use combination of green tiles, so it wont feel boring over the land.
Maybe we can check moutanous Bosnia/Italy theater, like Alps, to see if DEM data match real elevation map.

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 09:59:00

all right, the DEM data is CORRECT!
I've checked some elevation maps of Falkland, no problem.

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 12:48:00

hello one thing i know for sure is that the elevation data wich the Dem got is wrong. i'm working on the Israeli Dem and i'm changing the elevation by my self. is that sucks or what
cheers :)

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 14:59:00

weird, I check the two high peaks on my theater, Mt Adam 700m, Mt Usborne 705, both DEM readings are about 2100-2200(ft).
That's correct numbers. but there are no ridges, simply two sharpened PEAKs.

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 16:36:00

That's probably due to the low res (1 km) of the DEM. It has average altitude for 1 km square so that induce a smoothing of the terrain.

Death_119 : do you have the Dead Sea in your theater ? It has very low altitude (400 m below sea level) so I wonder how it was translated in the L2 and if F4 handle negative altitude.

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 19:03:00

yes i got the dead sea is altitude is acually 403 meters below sea level. the map can't have a altitude wich is below sea level so she gave him only 0 altitude its means that i will have to creat some clifes at altitude of more then 400 meters around the dead sea to make him look like the dead sea.

Guest

Re: Falkland theater

Post by Guest » 2000-08-24 20:49:00

Hmm interesting, so if ground elevation is below Oceal Level, it will default to 0ft ?

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-25 01:16:00

Yes, it is a feature of the perl script. That's because NOAA DEM have sea floor. Julian introduced this so that the sea will be at 0m and it probably automatically assign sea texture to everything that is at 0m.

Death_119 : you said that the map can not have negative altitude value. You have tried to manually assign a negative value in the terrain editor ?

If anybody know how the L2 is organised, I would be very interrested. GTOPO30 are another source of DEM and they have sea value of -9999m which would allow to distinguish between terrain at or below 0m and sea tile.

Guest

Re: Falkland theater

Post by Guest » 2000-08-25 11:26:00

yes i have tried to do that after i added the nagative value to the integer. the altitude became to be more then 60000 altitude is that high or what.
cheers :)

Guest

Re: Falkland theater

Post by Guest » 2000-08-26 01:39:00

85% tiled.
will release l2 when 1/2 East Falkland done.

Guest

Re: Falkland theater

Post by Guest » 2000-08-26 12:52:00

Good to hear CCC. Have you done TE missions on it yet?

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-08-26 13:53:00

Not yet, I plan to complete tiling first, then enter the second phase, object placement.
maybe ask some object-placing specialists to help this phase. Since only very FEW permanent civil and military facilities on the islands, it should be done in hours, or days.
Meanwhile i hope f4alliance or Julian could make progress in 3D editing. Without dedicated shapes for Mirage/Daggar/Sea Harrier/British ships, the game will be less convincible.

Guest

Re: Falkland theater

Post by Guest » 2000-08-31 19:46:00

ccc give me a detailed list of what you require and I can provide all accurate info from direct Argie sources. I know the Stanly runway length and orientation and also the new british base that was built after the war that houses tornados....

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 02:54:00

Hi CAG,
detailed list?
of course airport runway data, ammo depots, army HQ, chopper bases, port data, and EW facilities etc. Larger civil building/factories are needed too.
Bridge type and locations.
and the most important, AAA/SAM locations and quantities. like where Skyguard batteries located.
Besides, need the details of Arg army on Falklands like compositions, deployed positions, force size, etc.

Pliz post your info on this board or F4falkland board. BTW, any comment on my tiling(or winterized tiling/Warlock0's modified l2) from Arg pilots?

Im looking for a good kneemap, so i can locate and fix bugs on my l2.

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 02:57:00

well, I cant believe Brit deployed Tornados on Falkland! I remember they deployed RAF old Phantoms after the war, so I planed to paint some RAF skin for theater!

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 03:44:00

> Im looking for a good kneemap, so i can locate and fix bugs on my l2.

You can use CTRL-Z-L which will give the excat location coordinates for the map. Then there is this TVConversio or something util which converts the data to direct lat/long and even TerrainView segment locations. Its wicked.

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 08:02:00

Thanx Man,
I've read that on combatsim board.
The problem is where to get the utility.
well, If i got a kneemap, i can mark bugs on my printed map myself.

BTW, I've heard that different tile types may influence the mobility of different ground units. Do you figure this out? or any table to compare characteristics of different tiles ?
Though i tiled Falkland in my style, i hope gound units could move and enter their comabat stations as real things.

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 11:44:00

http://www.delphi.com/falcon4/messages/?msg=10594.1

Are you the one posting that news? because it gives out pretty much false information. What I'm thinking is helping you out to put definite install package of Falklands theater with TE files and all, at this moment no installshield exe is possible (I'm working on it) but at least package that has EVERYTHING in one zip file with good readme.txt instructions.

How about it?

> well, If i got a kneemap, i can mark bugs on my printed map myself.

I dont understand, to my knowledge the kneemap in F4 cockpit does not include your position, just the map. How can you tell where you are?

> BTW, I've heard that different tile types
> may influence the mobility of different
> ground units. Do you figure this
> out? or any table to compare haracteristics
> of different tiles ?

I think it effects on all ground units. texture.bin has these data's on road/river and some other tiles... but the latest info piece from Julian Onions is that the .THR file actually is what tells ground units the paths they can move along.
I dont have excat hands on experience with this yet.

> Though i tiled Falkland in my style, i hope
> gound units could move and enter their
> omabat stations as real things.

Well, few people have been bashing you about the style, but I dont. I know how hard work it is and if anyone is doing it, I'll keep my slapper shut and appreciate the work they've done :)
But some tips, in default korean texture.bin (which you are using?) are the tile offsets for forest as: 224, 225, 226, 227, 228, 229 what you could use to "populate" the forest,
its nice just click one plain default forest tile and use the REPLACE function on terrainview, then type all those mentioned tile offsets - voila, you get random effect on it.
Try it and tell me what you think.

btw I'll add the TVConversion to downloads later tonite.

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 13:42:00

>http://www.delphi.com/falcon4/messages/?msg=>10594.1
>Are you the one posting that news?

No, I seldome visit delphi, and never register there.
Glad you could help to build install exe for Falkland! In fact I've personally asked Julian to help this. Could you discuss with him ?

> well, If i got a kneemap, i can mark bugs >on my printed map myself.
>I dont understand, to my knowledge the >kneemap in F4 cockpit does not include your >position, just the map. How can you tell >where you are?

I tiled it. so i know what i want to correct with my printed map and kneemap. just for me :)

> Though i tiled Falkland in my style, i hope....
>Well, few people have been bashing you >about the style, but I dont. I know how >hard work it is and if anyone is doing it, >I'll keep my slapper shut and appreciate >the work they've done :)

Thanx Man, you know i spent almost every nights and holidays in past 1-2 weeks.
I know some want Classic, but I prefer Variegated greens. thats for me too.
Thanks God, Warlock0 is working on a more acceptable L2 for the pubic.

>But some tips, in default korean >texture.bin (which you are using?) are the >...terrainview, then type all those >mentioned tile offsets - voila, you get >random effect on it.

Man I should know this before tiling!
However you still got to type/check/move sliding bar here and there..err maybe try it later.

send you a test f4 usn skin. half done.

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 13:58:00

> Glad you could help to build install exe
> for Falkland! In fact I've personally asked
> Julian to help this. Could you
> discuss with him ?

Umm, No and No :) I cant produce good quality install .exe at this point, only sucky one. And I just discussed with Julian and basically he is looking for new installer too at this moment, so we have to wait.

But. We can make a somesort of installer for you, just tell me where to download the latest files needed for release (or email them for me) and I'll try to fix you up with some sort of install solution.

No guarantees, but we can always try :)

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 15:31:00

I visited Delphi few miniutes ago and read
that thread. Yes, it looks misleading people, and those following posts too. :(

My intention to announce Falkland tiled is aiming at those familiar with Balkans beta/Terrainview, or very eagar to test new theater, or have learned something about building new theater. and hopefully get fans involved.
err..My fault to post on combatsim board, it sounds like everything is done.

Anyway I list Falkland files here:

http://www.egroups.com/files/f4Falkland/menu+map.zip

http://www.egroups.com/files/f4Falkland ... nd0829.zip

That's all.
Perhaps we'd better add kneemap/TEs before packing it, people always judge things by size. :)

Guest

Re: Falkland theater

Post by Guest » 2000-09-01 23:23:00

Okay the first draft for the "release" packet is ready for you with nice TE new mission and all.

Can you email me so I can send it to you (dont know which address to send it). I cant think of any areas that are left out (if not speaking of lame install process:) in this package, everything is there.

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-09-02 03:36:00

>Okay the first draft for the "release" >packet is ready for you with nice TE new >mission and all.

Big thanx!
Please upload it on egroup:
http://www.egroups.com/group/f4Falkland

BTW, Kneemap and basic obj-placement files included? I read hard on tacedit tutorial last night...no success. rename to falkland, save and exit. then restart > the new theater name not saved.
Also in TV, save bitmap didnt create a file with *.bmp. i got to rename it myself. anyway it works to produce a readable bmp file for tacedit.
the obj placement is a bit hard without viewable 3D objects for fine tuning.
Hope Julian could create a incorporated 3D view for it, and better could choose, place, move objects directly in the 3D world. I go no idea what airbase19 or 10 look like.

Guest

Re: Falkland theater

Post by Guest » 2000-09-02 05:56:00

Oh Ya, a very basic Kneemap done.
I'll upload it to egroups.
Before CAG filling some solid target coordinates, I want to build that small RED/Blue strategic map. any idea?
where's the files located?

BTW, Snake Man your TE enable flyable AV8?

Guest

Re: Falkland theater

Post by Guest » 2000-09-02 06:44:00

> Please upload it on egroup:

Nope, I will not upload it to any public place because its evaluation package just for YOU. If you are satisfied in the package - that it works "perfectly" on your installation condition - when YOU decide to release it, then its time to publicly upload it.

This way if someone downloads the package and starts to flame how "lame" it is, its your choice. Because I added the ending credits in your name etc, well you'll have to see the package to understand this ;) (hard to explain).

> Oh Ya, a very basic Kneemap done.

I've just updated the install package with this kneemap, havent tested it - make sure to TEST if it works without CTD etc on F4.

> the obj placement is a bit hard without
> viewable 3D objects for fine tuning.

At this stage of object placement, it does not matter if we cant see the 3d objects.

> BTW, Snake Man your TE enable flyable AV8?

Didnt try it, just made example te_new.tac for you.

So, email me and you'll receive it ASAP.

PMC TFW
Snake Man

Guest

Re: Falkland theater

Post by Guest » 2000-09-03 09:00:00

Got it! Thanx. will test if before uploading.

Guest

Re: Falkland theater

Post by Guest » 2000-09-03 15:08:00

Sorry Man, it failed.
I use fresh f4 install, no Balkans beta.
After put all files in right place, registered, then run tinstall to rebuild theater, it prompts:
---------------------------
Failed to copy c:\microprose\falcon4\art\resource\credits.rsc to c:\microprose\falcon4\terrdata\Falklands\.\Korea\files\credits.rsc.
----------------------------
then it stoped at creating new theater.

BTW, I dunno if this install run smoothly once Balkan beta installed first or later.
We might need some help from Julian, I try to use installed [rebuild Balkans theater] to run Falkland install, but it locked cmd line.

Guest

Re: Falkland theater

Post by Guest » 2000-09-04 11:30:00

Well, Man, while you r working on install problem, i'm trying to improve kneemap.gif.

since the islands occupy small part of this theater, pilots fly over sea may got lost.
so i consider to improve kneemap like:
1.add bulleye reticle, centered on Stanley(or other locations?)
2.add grids like you've seen in old Falcon3 maps, labelled with lowest altitude limit in each block. the grids may help to decide the range, and low alt decks help avoid crash.

BTW consider add grid block labels like A1, A2..in row, and A1, B1, C1 in column.(Army maps style)
any idea?

Guest

Re: Falkland theater

Post by Guest » 2000-09-04 14:10:00

OK OK, Im so stupid, shamefacedly embarrassed, Man, your install pack works!!
forget my previous posts. :D

Guest

Re: Falkland theater

Post by Guest » 2000-09-04 14:10:00

OK OK, Im so stupid, shamefacedly embarrassed, Man, your install pack works!!

Guest

Re: Falkland theater

Post by Guest » 2000-09-06 14:17:00

I found this from SimHq, news from AVsim.com
------------------------------------
Plethora Of Titles At ECTS

Posted: Tuesday, September 5, 2000 - 14:27
Just Flight has a huge number of titles that will be released in the forth quarter of 2000. Airpower Cold War has just been released and will soon be followed by Combat Aces a WW1 aircraft and scenery package for Microsoft¡¦s Combat Flight Simulator 1 and 2. Jump Jet is the working title of another package designed for CFS1 and 2 that will focus on the Harrier Jump Jet. This package will include the Harrier and scenery for the Falklands as well as missions and campaigns from the war between the UK and Argentina.
--------------------------------------

It seems based on MS CFS series. really wonder how they create modern avonics and weapons.
I think our f4-based Falkland should provide better sense of WAR(if everything do well).
Hope i can borrow some 3D models there :D

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