Monday, 18 April 2011

FCR new look

I hadn't planned to do more work on the FCR radar system. I wanted to try out some ideas for target tracking and adding commands to select scan arcs (Narrow, Wide, Zoom). AD is having problems visually sighting targets on the firing range so we're going to add the same controls to try out a snap FOV change.

Part of the same Helo avionics and ApacheMPD class. I had to make some tweaks to some of the re-usable elements. My prototype code can't be used, too many differences now. This is much much better and faster.

Wide scan 90 degrees

Medium scan 45 degrees

Narrow scan 30 degrees
Zoom scan sector 15 degrees
Your virtual collective should have a HAT assigned to quickly set the scan valume for FCR GND, FCR AIR, TADS and game FOV snap.

Choo choo

Josh Klint kindly gave us permission to use the Leadwerks train model, I think AD is adding a railroad to the US range map as I write this. His last message read "choo choo".

*edit*

Oh yes, as if by magic...



29 comments:

  1. From my calculations show that the 99% readers of this message think"Give me hellfire,i want blow up this train" :D

    ReplyDelete
  2. Not everyone. Some people will want to smash the Apache into the tunnel.

    Cheers

    ReplyDelete
  3. I will repeat myself......this is the best pit Ive seen. :-o Train is great. Im the 1% of readers, who want to fly along that iron beast. :-)

    ReplyDelete
  4. ?! I'm shocked, you are insane :|

    ReplyDelete
  5. Be fair AD, I said I wanted to 'fly through' the tunnel, at the time I didn't know you made it too small to fit.

    ReplyDelete
  6. Can we have an empty flatbed carriage, I was thinking of saving some fuel and landing on it.

    Now I think about it if you put a Dining car on it too I can jump out and pop along for lunch (No British Rail sandwiches please).

    ReplyDelete
  7. #AD -And another work, annihilated train texture
    #Druid-we think the same?;) http://www.youtube.com/watch?v=J_DNyGbhrsw

    ReplyDelete
  8. edit :I do not know why disappeared emote.
    #AD -And another work, annihilated train texture< evil smile>

    ReplyDelete
  9. You have no idea how nice it is to see that FCR again. Looking forward to that being fully functional and sending some RF Hellfires downrange.

    ReplyDelete
  10. My smiley seemed to disappear too. :-/

    A flat bed is a nice idea.

    Cheers

    ReplyDelete
  11. I think smilies can be assumed.

    See what I mean though AD, you add a train and you open up a whole can of jellied whoop-ass.

    ReplyDelete
  12. You can add a mission, when You will start cold on railroad and while watching the train getting closer and clsoer, You must quickly do start-up procedure and lift off. :-)

    ReplyDelete
  13. @Pavel To add to your idea, some piano music playing with the occasional cue card flashing the words "HELP"?

    ReplyDelete
  14. I have another idea-at the end of training you have to do mission-recon, shoot, or something .During the mission turn on script-
    emergency landing. you have to do the full procedure RAMP start.Every half minute shows up a
    view approaching speeding train ,countdown clock, and a very small amount of time to perform this procedure.

    ReplyDelete
  15. And don't forget a montage. We need to show a montage of your memories from flight-school.

    Any more clichés we've forgotten?

    ReplyDelete
  16. (we're not being serious btw)

    ReplyDelete
  17. Ooh a Montage! Can we use "You're the best!"?

    http://youtu.be/VCRTbh3D_us

    ReplyDelete
  18. And at the end of any reference to A Team, or Chuck Norris, yet think how to combine.
    Man- Here we do not need smileys, here they are serious people.

    ReplyDelete
  19. ...and of course...picture of wife and children on shaking dashboard, hard breathing, remembering wife grabing toys from the garden in the evening and her blond hair (optional) lit by sunset, children laugh in background, flashing back to stressful situation in cockpit, CP/G yelling at You, that he cant die, not yet, not yet.....:-)
    ........
    OK.....did I tell You, that I like the cockpit? :-) Cant wait for next news.

    ReplyDelete
  20. Train looks sweet collidable flatbed is a must ;)

    The trees caught my attention. The lighting accentuates the card-board character of them. Is it possible to exlude them from directional lighting maybe?

    Sorry for the seriousness :P

    ReplyDelete
  21. It's a normals thing, AD is saying it's the shader, but I'm thinking it's more to do with the export. Either way it's something we'll be looking at. Those spruce trees came from a third party that had some interesting notions on how to export models. I get mixed results from some exporters.

    Normal blending was brought up before. I'd be tempted to run it through UU3D as the GMF exporter tends to shit all over your normal data even if you don't want it do.

    ReplyDelete
  22. Sorry what I meant on that simhq thread was that a shader could be used to process the normals in that way. It's definitely a basic export/engine issue unrelated to shaders though. I've tried both exporters and they both remove the effect.

    It's not a process I really want to use widely because it's a hassle and it means doubling tree poly counts.

    Removing directional lighting from trees is possible and it's a solution candidate.

    Cheers

    ReplyDelete
  23. Problems with the normals. I suppose its that: since it is a flat surface the normal is pointing in one direction creating a shadow on the other side. That means theoretical from my knowledge you need to double the surface on each side or use a "horizontal layered cone tree with partly transparent textures"? Something like that:
    ^
    ^
    ^

    Just a thought from my totally basic 3D modelling experiences. Ißm glad it´s adressed somehow :)

    ReplyDelete
  24. A normal is a defined angle for each polygon which the shader interprets as a magnitude for the diffuse colour (which in turn is multiplied by ambient and directional light).

    On that spruce model the normals are perpendicular to the surface which results in a flat appearance. I want to try a shader that adds some colour variation (but I personally think uniform colours better match the style).

    ReplyDelete
  25. Interesting, that is the only picture I´ve found where it looks like that (same distance).

    Looking forward for some screenies of alternatve shaders/solutions.

    ReplyDelete
  26. It's occurring in that final image because there's a strong directional light perpendicular to the tree model. With a 15% drop in light intensity at twilight times the ugly artifact vanishes.

    I managed to find a pipeline that retains the vertex normals but there's not much of a noticable improvement.


    Cheers

    ReplyDelete
  27. Just that no one can say I´m doing nothin´ for CH. I did some very serious research on trees and see for your self what came out:

    http://img856.imageshack.us/i/trees.jpg/

    :D


    (Please don´t take it serious just quick sketch of the alternative trees i mentioned ealier.)

    ReplyDelete
  28. More i see the screenshots/vids of your game, more i'm eager to prepare the cash for it. :)

    ReplyDelete