This and That
May 20, 2008
Tool Progress Update
I was able to build “tool” yesterday, but it was missing some libraries or something, Wade is going to take another look at the xcode set up. I’ll check back in on that as soon as I have a chance to play with it and make some terrain. Here’s the command I’ll be using:
tool terrain 143.0 0 163.216 13
Being geographically challenged, I’m not sure I got that right, but I’m led to believe it’s about the same territory we use in TR in 0.64.
Lua Update
I’ve been working on the localization code for the TW UI, and for mod UIs and servers. I’ll put this out as a library anyone can use in their mod. Nothing too sexy to report, because I did all the fun parts already. Right now I’m writing some routines to traverse a file directory, find .lua files, and vacuum up any localizable strings it finds, and add them to an xliff file so you can translate them. I’ll talk more about localization in another post. It’s one of those things you want to design in from the very beginning, because it’s painful to add it in later. I must say I’m looking forward to finishing up that module, and get on to the next thing in my project plan, “have supply targets increase for winning side”.
May 22, 2008 at 11:15 am
When you get to terrain you may notice some areas of comparatively poor quality relief from the CGIAR tiles. It is possible to patch these with better versions of the interpolation or topographically generated patches if they are obtrusive.
Some alternative sources exist online and it would be doable (but slightly time consuming) to improve the CGIAR filled areas and export in the same format. (they helpfully provide a mask for the original no data areas which is nice
)
May 22, 2008 at 3:46 pm
Yak, first of all, great blog! It’s great to know that you guys are preparing a new version of Targetware. I have a question, though not related with your post. I’m starting a new mod, but only for TW2, and while we may be a few months from release, we will be producing the 3d models for it. So I wanted to know, what is the recomended polygon settings for TW2, for aircraft externals, cockpits, targets, bombs, buildings? Ah, do you know if the TW2 engine will allow for big spaceships ( 1km+ ), and what would be a good limit for it, polygon wise?
Thanks!
May 22, 2008 at 5:45 pm
VermilionLeader, sounds like a fun mod you’re working on! I like the idea of shooting 1km long targets. Those are really good questions, and I don’t know the answer, but I’ll ask around and see. I know we used to use for TW1, back in 2002 or so, about 2500 max for a single engine plane, but we ended up with some 6000 poly planes, and I don’t think anyone really noticed. I would suggest using as few as possible, but it’s also 2008, and graphic cards and CPUs are all bigger and faster. Also, TW2 does have much better ability to handle more polys. I guess I personally don’t see the point of 10000+ poly objects in a flight sim where you’re going really fast, but who knows, maybe it’s doable. On the size of that ship, I’ll ask sick, because maybe the distance-based poly reduction routine would affect that in some way.