Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 21 [22] 23 24 25 ... 111   Go Down

Author Topic: graphics extender  (Read 315383 times)

0 Members and 1 Guest are viewing this topic.

SpongeBob

  • member
  • Offline Offline
  • Posts: 232
Re: graphics extender
« Reply #252 on: September 29, 2018, 10:24:44 AM »

Wow! Autogenerated terrain is simply amazing.

Slibenli, I don't need to go inside details (I won't probably understand anything about how you got this), but I'm deeply intrigued. Can you explain in simple words how the landscape is generated?

Congratulations!!! I'm following the development of this mod and it is a huge step forward.

Quote

See topic: https://www.sas1946.com/main/index.php/topic,18906.msg203459.html#msg203459

I tested only on a clean mods installation 4 09

Thank you for the link. I didn't know about it and it sounds very interesting.

However, I feel that Sita referred to the spiky look of roads on maps. It seems that when coding roads on maps, there are only a few angles available. Thus, if there is a road between two cities A and B at, say 18º eastwards, the road goes in alternative angles of 0º and 45º until the desired angle is reached, like this:
A ----
        \
          ----------
                         \
                           ------------------ B

Maybe someone could develop a mod that broadens the available angles for roads to get a straight way from A to B. Rounded turns could also be added to roads instead of the current spiky ones.
It is just a suggestion, just in case Slibenli's magic can work on it. I wish I had the knowledge to help on this (and I hope Storebror's wrath does not fall on me :D).

Logged

carsmaster

  • Modder
  • member
  • Offline Offline
  • Posts: 750
Re: graphics extender
« Reply #253 on: September 29, 2018, 10:27:27 AM »

Neither of these even remotely resemble what slibenli's IL-2 Graphics Extender does though. Nevertheless, thanks for the heads up regarding y

Of course slibenli's IL-2 Graphics Extend works completely separate from the conf.ini game.
Logged

hguderian

  • Modder
  • member
  • Offline Offline
  • Posts: 1137
Re: graphics extender
« Reply #254 on: September 29, 2018, 10:34:20 AM »

@Storebror

Ops...too much mods in my @SAS  :P

I forgot to mention the Change Config in Real Time Mod by carsmaster.

Cheers
 
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 24012
  • Taking a timeout
    • STFU
Re: graphics extender
« Reply #255 on: September 29, 2018, 11:05:34 AM »

Ops...too much mods in my @SAS  :P
No problem, I was just wondering and thought this would need some clarification before people start thinking they could use the commands right away, without any additional mods.
Your FogHaze/FogLow are working with carsmaster's mod, that's just fine (without it, the same flags are accessible to mission builders only).

That's much better than the bullshit being (intentionally?) spread elsewhere, with all those fancy "settings" from that 2003's render flags list which just got dug out of the grave again ;)

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

PO_MAK_249RIP

  • CMON U SPURS!
  • member
  • Offline Offline
  • Posts: 2110
Re: graphics extender
« Reply #256 on: September 29, 2018, 11:39:30 PM »

No offence meant guys but on the 'other' site its said that this has always been possible using render and the console.cmd? I am guessing thats not correct? So apologies for spreading false info
Logged
Corsair Carbide case, Intel core i5 4690 3.5ghz with Arctic Cooler, Asus Rock H97 performance, MSI Ventus XS OC 1660GTX 6GB DDR6, 32GB Patriot Viper 1600Mhz, 256GB/500GB Crucial SSDs, Windows 10 64bit.

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 24012
  • Taking a timeout
    • STFU
Re: graphics extender
« Reply #257 on: September 30, 2018, 12:29:35 AM »

I am guessing thats not correct?
Exactly. It's deliberately intended to mislead uncritical readers.
Not the first time we see such activities from that particular guy, and as long as he's being given a stage for his long running feud with SAS (and that's all what his statements about il2ge or any other mod from here are about), it will almost certainly stay like that.
If you want to be on the safe side, you better don't believe a single word from this guy. Even if he's saying that earth is a sphere, you better watch out not to tilt over the edge.

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #258 on: September 30, 2018, 01:38:19 AM »

Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download

To enable terrain autogeneration create il2ge.ini with the content:
Code: [Select]
EnableBaseMap=1

hadji4

  • member
  • Offline Offline
  • Posts: 113
Re: graphics extender
« Reply #259 on: September 30, 2018, 03:09:29 AM »

Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download

To enable terrain autogeneration create il2ge.ini with the content:
Code: [Select]
EnableBaseMap=1

 Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark 
Code: [Select]
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: Kurland/load.ini
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Aborted.
current thread: 0x26b0
waiting for backtrace thread to finish ...
target thread: 0x26b0
Logged

sowercrowd

  • member
  • Offline Offline
  • Posts: 24
Re: graphics extender
« Reply #260 on: September 30, 2018, 03:22:31 AM »

Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download

To enable terrain autogeneration create il2ge.ini with the content:
Code: [Select]
EnableBaseMap=1

Works flawless and with good performance on my somewhat modded vpmedia install, even with smokedistance view 30k .Just tried it on the MTO map. This is a game changer, the autogen feature is insane !!!  Never expected something like that. Unbelievable !!!
Logged

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #261 on: September 30, 2018, 03:31:59 AM »

Wow! Autogenerated terrain is simply amazing.

Slibenli, I don't need to go inside details (I won't probably understand anything about how you got this), but I'm deeply intrigued. Can you explain in simple words how the landscape is generated?

I use a noise generator to create the height map.
The textures are selected based on terrain elevation and slope.
Also a noise function is used to generate some variation in the selected textures.

Code: https://gitlab.com/vrresto/il2ge/blob/master/common/map_generator.cpp

Quote

However, I feel that Sita referred to the spiky look of roads on maps. It seems that when coding roads on maps, there are only a few angles available. Thus, if there is a road between two cities A and B at, say 18º eastwards, the road goes in alternative angles of 0º and 45º until the desired angle is reached, like this:
A ----
        \
          ----------
                         \
                           ------------------ B

Maybe someone could develop a mod that broadens the available angles for roads to get a straight way from A to B. Rounded turns could also be added to roads instead of the current spiky ones.
It is just a suggestion, just in case Slibenli's magic can work on it. I wish I had the knowledge to help on this (and I hope Storebror's wrath does not fall on me :D).

Well, roads are a rather different topic.
So far il2ge only renders the terrain surface - roads on the other hand are drawn as separate objects on top of the terrain surface.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #262 on: September 30, 2018, 03:35:58 AM »

Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark 

I'll look a that eventually, but ATM I need a break from bug hunting ;)

shardana

  • member
  • Offline Offline
  • Posts: 867
Re: graphics extender
« Reply #263 on: September 30, 2018, 03:49:13 AM »

Latest build: https://gitlab.com/vrresto/il2ge/-/jobs/102970269/artifacts/download

To enable terrain autogeneration create il2ge.ini with the content:
Code: [Select]
EnableBaseMap=1
   Sorry but I don't understand what do you mean by saying "create il2ge.ini with the content...."  where should I do this? do I have to create a new folder?
Logged
Pages: 1 ... 19 20 21 [22] 23 24 25 ... 111   Go Up
 

Page created in 0.051 seconds with 25 queries.