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-   -   New planes requests (from other threads/please pin it) (http://forum.fulqrumpublishing.com/showthread.php?t=229597)

Pursuivant 06-15-2016 12:35 AM

Quote:

Originally Posted by sniperton (Post 713587)
This is exactly how ground units turn, and this has a lot of to do with how routes follow straight lines between two pivotal waypoints, no matter if ground or naval units are concerned. What TD could do (if they can do) is to change the code to support bezier curve calculations for waypoints. This would also enable realistically bent roads on maps, what has been long desired by the community.

+1

In the FMB, you could automatically have ground vehicles follow roads by using a variation of the "select similar color" function (AKA "Magic Wand" or "color picker") used by graphic design programs. Since on just about every map roads are lighter in color than the surrounding terrain, the "color picker" selects adjacent pixels of "road color" and plots a line based on that info. (For winter maps, the process is reversed and the color picker selects the darker colors.)

That, plus a bezier curve tool option would allow "realistic enough" turning.

sniperton 06-15-2016 09:41 AM

Quote:

Originally Posted by Pursuivant (Post 713588)
Since on just about every map roads are lighter in color than the surrounding terrain, the "color picker" selects adjacent pixels of "road color" and plots a line based on that info.

Yes, something like that would be the easiest way as far as ground units are concerned. All the more so, as maps are generated from a set of greyscale images, where the 'tile map' actually uses a brighter shade to specify tiles with roads. So summer and winter maps are all the same in this respect. Nevertheless, the tile map is a low resolution image, so keeping on the road could not be guaranteed that way, unless combined with bezier curve calculations between waypoints.

Now it works like you go from A to B in a straight line, there you turn for C, and go from B to C in a straight line again. All three waypoints are specified in the mis file. But with A, B, and C we also have all the coordinates for a bezier curve between A and C. All you need is to add the info that B is only a virtual coordinate to be used by the plotting algorithm.

Pursuivant 06-16-2016 03:55 AM

Quote:

Originally Posted by sniperton (Post 713589)
Nevertheless, the tile map is a low resolution image, so keeping on the road could not be guaranteed that way, unless combined with bezier curve calculations between waypoints.

Possibly, the "color tracking" method of keeping on roads would still work if the game took a large enough sample of nearby pixels, or if a particular color of pixels was reserved for roads. In the latter case, the "road line" could be a line just 1 pixel wide, invisible to the human eye in most cases. The former solution would require more processing power, the latter would require a lot of reworking for roads and railroads.

Quote:

Originally Posted by sniperton (Post 713589)
Now it works like you go from A to B in a straight line, there you turn for C, and go from B to C in a straight line again. All three waypoints are specified in the mis file. But with A, B, and C we also have all the coordinates for a bezier curve between A and C. All you need is to add the info that B is only a virtual coordinate to be used by the plotting algorithm.

This would work as well, possibly better.

Hopefully, someone from DT is reading this!

Sita 06-16-2016 09:00 AM

for all of these things we need programmers ....

Verdun1916 06-16-2016 11:48 AM

Quote:

Originally Posted by Sita (Post 713596)
for all of these things we need programmers ....

You guys should launch a recruiting Campaign here and on Mission4today and other similar sites were you are represented. Maybe it would bring in a few new programmers and modellers for you. :)

Fighterace 06-18-2016 03:00 PM

Bf-110F (the best of the 110 series)
Early P-38 versions

Verdun1916 06-22-2016 09:20 PM

I have a small question:

Would it be possible to add the flyable aircrafts that have been added in the last few updates as flyable options in the stock offline campaigns?

For example could the Hawk 75 be added to the offline Finnish fighter Campaign as an flyable option alongside the Bf-109, the J8 or the rest of the fighters thats allready present?

Marabekm 06-23-2016 03:17 AM

Quote:

Originally Posted by Verdun1916 (Post 713620)
I have a small question:

Would it be possible to add the flyable aircrafts that have been added in the last few updates as flyable options in the stock offline campaigns?

For example could the Hawk 75 be added to the offline Finnish fighter Campaign as an flyable option alongside the Bf-109, the J8 or the rest of the fighters thats allready present?

The problem is, I don't think there are any missions made for those aircraft.
So you would have to make the missions first, then add to the campaign.

I do think there is a campaign for the Finnish Hawks though.

Verdun1916 06-23-2016 10:34 AM

Quote:

Originally Posted by Marabekm (Post 713622)
The problem is, I don't think there are any missions made for those aircraft.
So you would have to make the missions first, then add to the campaign.

I do think there is a campaign for the Finnish Hawks though.

Thank you for your answer!

Do you know if it's possible to extract one of the stock campaings and open them in the FMB and replace the players aircraft with one of the newly added flyable aircraft?

Soldier_Fortune 06-23-2016 11:34 AM

AFAIK, you can open any stock mission with FMB and to change or to add whatever you want into it: planes, objects, waypoints, etc.

But, if you want to keep the original mission, you should use "save as..." using a different name.


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