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Post by gagarin on Nov 13, 2015 12:18:46 GMT 1
"I see 19 tiles... Are you saying that not all 19 can be used in Editor? You might have to increase the number of Data Sets in the tileset.xml." - In the map editor works all 19 tiles. It's all right. I mentioned the resource editor - this is when I was trying to assemble a new set of tiles ground.
Actually the tiles 18. One of them is copied at the opposite angle (Garden 2) in a text document "tileset".
"There are 14 Different Tiles in this example" - 7, 14 - the density of the "pattern" in a single stove tile. 14 more dense pattern. There is another option 4,8.
item index - coordinates on the texture, probability - pattern (density) of tile borders on the map.
"The Second part of the tileset.xml is how terrain tiles are interweaved. This needs no special attention. There is around 300-350 entries, which are repeated." -442 entries.
maps0,1,2,3: - coordinates. They are important
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Post by gagarin on Nov 13, 2015 12:25:48 GMT 1
I forgot to write .. Substituted for color vegetation on the minimap. Now the vegetation is colored brown.
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Denis
Pukovnik
Posts: 423
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Post by Denis on Nov 13, 2015 13:39:58 GMT 1
Many thanks gagarin!
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Post by Major Pain on Nov 13, 2015 15:05:48 GMT 1
gagarin Actually, as long as the .dds file is 256x512 or 512x1024, the number of Terrain types really does not matter as long as they have the correct data in the tileSet.xml The maximum number of terrain tule ctypes is limited to 31 on a tileset_h.dds. Each row of 4 or 3 tiles really represents 8 or 6 different tiles. There are 32 Rows, so if someone wanted to go to this level, they could. Here is how the 4 or 6 tiles are doubled: Here is a Screenshot of the MAP with the Light Grass Tiles. You will see each tile has two numbers... All even numbers are the tile in the normal appearance. But for each even number, there is a corresponding odd number, which is the number following the even number. On the Light Grass tiles, we have 7 tiles, but they really are 14 tiles, each slightly different. So how? In the tileset.xml, we look at how many probable tiles can be used for Light Grass. We see Index="28" through Index="41". Count the number of tiles possible... did you count 14? Seven Tiles doubled is 14. Ok... so what the code writers did is change the perspective of all of the Odd numbered Tiles. These are rotated 180 Degrees and then Flipped Horizontally. So now the EVEN tile is basically turned upside down and inverted. Let's look at the tileset_h.dds: Now let's look at it with the Rows Numbered: Yes, I know it is a bit primitive in appearance, but it was a quick throw-together for this example. But the Rows Numbered show you the range of the Indexed Tiles. Each tile is redefined in size, so the Index always starts at the upper-left corner. So if you have 4 Light grass Tiles, you can actually define 8 by using the Odd Numbers in the Light grass Definitions in the tileset.xml. The tileset.xml for using only the Even Tiles for Light Grass might look like this: <item
crosset="4" priority="14" passability="0.8" AIClasses="2147483632" MicroTexture="1" SoundVolume="1" CanEntrench="1" SoilParams="1"> <name>Light Grass</name>
<tiles>
<item index="28" probability="12.5"/> <item index="30" probability="12.5"/> <item index="32" probability="12.5"/> <item index="34" probability="12.5"/> <item index="36" probability="12.5"/> <item index="38" probability="12.5"/> <item index="40" probability="12.5"/>
</tiles>
<LoopedAmbientSound>Amb_Field_circle</LoopedAmbientSound> <AmbientSound>Amb_Field</AmbientSound> </item>
We see the EIGHT Tile Index Numbers along with the Probability that these tiles will show up. We can see that all are 12.5 Probability, which means that 8 x 12.5 is equal to 100. The 12.5 represents the percentage that the tile will appear so 8 x 12.5% = 100%. The End Total in the equation must as close to 100% as possible or the terrain tile may not function correctly. ** So now let's look what happens if we include the Odd Tiles, or the inverse Tiles... <item
crosset="4" priority="14" passability="0.8" AIClasses="2147483632" MicroTexture="1" SoundVolume="1" CanEntrench="1" SoilParams="1"> <name>Light Grass</name>
<tiles>
<item index="28" probability="7.14286"/> <item index="29" probability="7.14286"/> <item index="30" probability="7.14286"/> <item index="31" probability="7.14286"/> <item index="32" probability="7.14286"/> <item index="33" probability="7.14286"/> <item index="34" probability="7.14286"/> <item index="35" probability="7.14286"/> <item index="36" probability="7.14286"/> <item index="37" probability="7.14286"/> <item index="38" probability="7.14286"/> <item index="39" probability="7.14286"/> <item index="40" probability="7.14286"/> <item index="41" probability="7.14286"/>
</tiles>
<LoopedAmbientSound>Amb_Field_circle</LoopedAmbientSound> <AmbientSound>Amb_Field</AmbientSound> </item>
Here we see all FOURTEEN possible Tiles used in the tileset.xml. The probability for each has been changed to 7.14286. 14 x 7.14286 = 100.00004 very close to 100%, and is rounded to 100% in the game engine. *****
Ok, let's say that 14 might be more than we need of a terrain type like Light Grass.... but we might want more than 6. We know we have 7 on two rows which lay together. We might wish to throw another terrain type so we have 4, 3, 4 for a total of 11, then change the number for the two terrain types to 6 and 5 or 5 and 6. We do find ourselves back at 6 so we really did not gain anything. But if we can live with 3 (6) or 4 (8) in our terrain tiles, then you can make more terrain tile types. You just have to make sure that your tileset.xml is correct as to the name of the terrain type and the correct number of indexes along with the correct probability for each. One thing to note... you do not have to make each of the probabilities the same. You could have some at 12.5 or example and others at 7.14286 as long as the total is very close to 100. This means some tiles will be used more frequently than others. I hope this removes some of the mystery about Terrain Tiles and teaches how we can get more with existing tools.
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Post by gagarin on Nov 13, 2015 15:39:48 GMT 1
Major, I did all the work himself, without tables. For such a work table is not mandatory. The main thing is to understand how it works. Of course, if you have done them earlier, when I sought advice - that it would be easier for me to work.
Thanks for your time!
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Post by Major Pain on Nov 13, 2015 19:03:22 GMT 1
If you had inquired I must have missed it. I am Sorry.
Understanding how the Terrain Tiles work is pretty important when designing a new Set.
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Post by gagarin on Nov 16, 2015 17:23:10 GMT 1
Question modeler community. If you are here to stay. Who can "reanimate" the model of the truck Unimog.
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Post by Major Pain on Nov 16, 2015 21:52:22 GMT 1
Send it over... be sure to tel me what you want... I'll create the 2.mod for it.
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Mat
General
Posts: 1,814
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Post by Mat on Nov 16, 2015 22:39:20 GMT 1
Our Neighbour where i lived in my childhood drove a unimog, its a great and very robust Truck!
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Post by gagarin on Nov 17, 2015 0:38:50 GMT 1
Send it over... be sure to tel me what you want... I'll create the 2.mod for it. I sent you a model
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Post by gagarin on Nov 17, 2015 0:39:55 GMT 1
Our Neighbour where i lived in my childhood drove a unimog, its a great and very robust Truck! Yes, it's a very good truck. Real a hard worker.
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Post by Major Pain on Nov 17, 2015 11:16:04 GMT 1
I'm trying to buy one for use as a Fire Tanker... They can carry an incredible load.. and navigate almost anywhere...
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Post by gagarin on Nov 17, 2015 12:53:30 GMT 1
I'm trying to buy one for use as a Fire Tanker... They can carry an incredible load.. and navigate almost anywhere... Major, Fire Tanker - you can easily make it a model for the game.
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Post by ariete on Nov 17, 2015 13:33:47 GMT 1
with new party : the firefighters
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Post by Major Pain on Nov 17, 2015 15:28:21 GMT 1
International Association of Fire Fighters... IAFF. Yeah, I think there might be a royalty issue there... I used to be a member years ago.
Now I am a member of the IAFC.... International Association of Fire Chiefs. Chief cannot be a member of IAFF.... we are management (White Shirts) We cannot be part of Unions because we represent the "Legal Authority Having Jurisdiction", and not the Rank and File. That means I am part of the Government Entity. Only a competent Fire Chief can balance the issues between Union and Government. So if anything, I am competent in my job... it does not mean I'm good at it. If you ask about half of my guys... I'm too old to understand what we do. Okay... Crap rolls down hill.
I declined a Union vote several years ago... so the guys do not have a Union Body now, and if I get my way after I am gone, they never will. They do not understand how the Union will own you until you die... and they do not do you any favors. I've been fighting with my previous first Local since 1976 and they just will not go away... They want dues from 1976 through the date I took my first Deputy Chief Job in Albuquerque in 1984, well over $10,000 US and they still add interest and penalties.
Actually I did create a model for another game which was a German Unimog Fire Truck (Ladder Truck Class) The 110 foot ladder actually articulated like the real one. It took me about a week to build it. It's file size was around 5mb and by far the most detailed model I ever built. I had the ability to look at one at a neighboring dept so I gathered the specs from it. When I told the Chief what I was doing, he asked if the Company would send them a Licensed Copy of the game. The Company Agreed, but they deducted it from my final check.... those dirty dogs... It was built in 3DMax and would not run in BK... if you know your games... someone will tell us which game... I cannot say... (Terms of Contract).
Really guys... do we need Fire Trucks in BK? Perhaps a Runway Crash Truck for those crash landings... We used to call these Crash/Fire/Rescue or CFRs for short.
The weapon would be a 2.5 inch fire foam attack cannon on the top of the tank-bed. It would actually put out the fire but the plane would be destroyed in the process... so it is really a low yield attack weapon... much like the flamethrower effect with a white foam effect instead of fire. What say you gagarin? yes / no / maybe
This would take a little time to squeeze in right now... I would have to create at least two new Effects and three Sounds Files and the setup file for the associations. Anyone want to do those? That would cut the time in half...
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