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»  COMBATSIM.COM ARCHIVE FORUM   » Game Discussions (Title-specific)   » Jane's WWII Fighters   » Teaser: Pacific terrain?

   
Author Topic: Teaser: Pacific terrain?
Judge
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Member # 1634

posted 06-22-2000 04:25 PM     Profile for Judge     Send New Private Message   Edit/Delete Post   Reply With Quote


Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999  |  IP: Logged
Bandit_22
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Member # 4339

posted 06-22-2000 04:50 PM     Profile for Bandit_22   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Maaan, that looks sweeeeeeet !

Judge do you think carriers can be added to that cool ocean?


Posts: 331 | From: Atlanta, GA | Registered: Apr 2000  |  IP: Logged
Thomas AV8R Spann
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Member # 2732

posted 06-22-2000 05:00 PM     Profile for Thomas AV8R Spann   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
What is Janes thinking??~!!!!

With just a weeks worth of thier resources
they probably could crank out a Pacific addon
that would have made money for them.

Look what Judge and AJ2K have done in such
a short time!

Unfortunately I think what happens is these
big companies grow to big for there britches.
They cant go after the money and projects
that they once did. Hence our only new sims
come from small and hungry upstarts that do
want a few million dollars.

Just my 2 cents,

Judge, start your own company man.

AV8R

Oh, one other thought....
You know how you can shoot the rivers in WW2F
and the water spews up? Can you applythose
attributes to these new water textures?

[This message has been edited by Thomas AV8R Spann (edited 06-22-2000).]


Posts: 965 | From: | Registered: Jan 2000  |  IP: Logged
Judge
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Member # 1634

posted 06-22-2000 05:04 PM     Profile for Judge     Send New Private Message   Edit/Delete Post   Reply With Quote
The game automatically recognizes blue tinted terrain textures as water and adds ripple and splash effects as appropriate. The main drawback right now is that you can still land on the "water" as though it is land.
S.

Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999  |  IP: Logged
Storm
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Member # 1480

posted 06-22-2000 08:08 PM     Profile for Storm   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Way to go guys!! I guess I'll start a Pacific P-51D skin now. Hell, we'll need a whole new line of aircraft skins. Thanks again.

Storm


Posts: 606 | From: Crestview, Florida USA | Registered: Dec 1999  |  IP: Logged
Razer
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Member # 930

posted 06-23-2000 04:16 PM     Profile for Razer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
That's pretty sweet. I'm going to start working on schemes tonight and i was talking to a guy today asking if terrain textures could be added, well heres my answer, looks like a new european theater is in order..



Posts: 25 | From: | Registered: Nov 1999  |  IP: Logged
Judge
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Member # 1634

posted 06-23-2000 04:31 PM     Profile for Judge     Send New Private Message   Edit/Delete Post   Reply With Quote
Razer,

Glad to have you on board, your work on SDOE is excellent!

You can have more than just new terrain textures, you can have entirely new terrain. Download the latest version of SQzip from the Downloads section of http://ww2f.dogfighter.com and extract the terrain.sqs archive. The terrain 3D models are stored in the J3T files. Similarly, the object model data for all the objects in the game are stored in the J3D/J3P model files in the ww2.sqs archives.

Some sample screenshots that I took during testing are included below. The two plane subassemly screens show how the plane is broken into subassemblies, some having their own subassemblies (e.g. landing gear, empanage, flaps, ailerons). At the lowest level, each of these is composed of faces and vertices.

S.

[This message has been edited by Judge (edited 06-23-2000).]


Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999  |  IP: Logged
Razer
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Member # 930

posted 06-23-2000 04:37 PM     Profile for Razer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
cool, judge, if you want to get together and work on something just yell. I currently don't have net conn. at home after a move but DSL is going to be hooked up in 2 weeks.

Then i'll be online a lot more and can do more work..

Someone may need to help me get off the ground but i'm a fast learner..

ICQ is 3114407 and Email is Razer@fshangar.com at night and Tony@ant.com during the day.

If you ICQ me you'll need to let me know who you are before i add yea..


Raz

[This message has been edited by Razer (edited 06-23-2000).]

[This message has been edited by Razer (edited 06-23-2000).]


Posts: 25 | From: | Registered: Nov 1999  |  IP: Logged
Thomas AV8R Spann
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Member # 2732

posted 06-23-2000 04:49 PM     Profile for Thomas AV8R Spann   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Judge,

The ability to land on water is a good thing

Perhaps adding an aircraft carrier is simple.

Just make a texture that looks like a flat
top and we have a basic carrier for our
pacific theater. Then place some building
textures on it, and we can "destroy" the
carrier. Make a new carrier tower like it
were a building, place it on the carrier
texture. What do you think?

AV8R


Posts: 965 | From: | Registered: Jan 2000  |  IP: Logged
Vector
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Member # 463

posted 06-23-2000 05:31 PM     Profile for Vector   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
That sounds like a really good idea Thomas. I would try to change the landscape so the carrier was at least the right height and basic shape though. Then like you said we could add buildings and such to it, and then have a realistic battle of midway scenario.

------------------
-\/ector, Flight Sim Sympathizer
LGB Bombing Strategy


Posts: 903 | From: Comox, BC, Canada | Registered: Oct 1999  |  IP: Logged
Judge
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Member # 1634

posted 06-23-2000 07:05 PM     Profile for Judge     Send New Private Message   Edit/Delete Post   Reply With Quote
The best way to do the carrier remains to be seen and depends on whether planes can land on ground objects or not.

If they can't, then the carrier will have to be implemented as an extrusion of the terrain (in which case, yes it is a good thing that the planes can land on the "water").

If planes can land on ground objects, then the carrier can be implemented as a separate, movable, ground object which can be assigned waypoints and which can also be placed in the mission builder. Further testing will be required to see which is the better approach.

In both cases, I don't know if implementing the catch wires is possible. If not, then it's going to have to be a really big carrier

S.


Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999  |  IP: Logged
Thomas AV8R Spann
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Member # 2732

posted 06-24-2000 11:53 AM     Profile for Thomas AV8R Spann   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I was thinking...

A lifted up water texture to approximate
a carrier's dimensions

then lay a landing strip tile on top

then put a carrier tower on the carrier.

Crude, but should work.
The fancy moving ship would be the next level
of complexity, if its possible.

AV8R


Posts: 965 | From: | Registered: Jan 2000  |  IP: Logged
Judge
Member
Member # 1634

posted 06-24-2000 12:33 PM     Profile for Judge     Send New Private Message   Edit/Delete Post   Reply With Quote
Thomas,
I look forward to seeing your efforts
S.

Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999  |  IP: Logged
Thomas AV8R Spann
Member
Member # 2732

posted 06-26-2000 01:00 PM     Profile for Thomas AV8R Spann   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Judge,

Dont make me laugh. LOL

I havent even figured out how to get damage
graphics on a SHP to a DAM file yet. When
I figure this out in a doable fashion I will
be able to finish my Me262 project.

Being able to change textures and adjust
verticies is not even on my radar screen.

But if I cant noodle up ideas for those with
the talents and time and will to carry the flag forward, then I am contributing.

Im still miffed as to why when I copied the
sim.elb and ww2f.sqs files before importing
Dietgers 109K that the changes went to my
COPIES of these files with differnt names from the originals!!!! and not to those with
the game defaulted names. Im wondering if
theres more to this importing that what meets
the eye.

Keep up the good effort and be good.

AV8R


Posts: 965 | From: | Registered: Jan 2000  |  IP: Logged

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