Military AI Works • Nellis Air Force Base: For Danny - Page 2
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Posted: 21 Mar 2007, 01:07
by Weescotty
Email me an uncompiled light, that way you won't have to go back and redo them once I add the illumination.

Only take me 10-15 mins.

plus you can preview them as you go along :) .

Using same method I can add lights inside hangers etc :) .

Posted: 21 Mar 2007, 05:09
by Weescotty
Ok got the lights off Mike.

Found out I can use an aircraft landing light as the light source so it produces the beam.
However it has two drawbacks -
1) Like when used on an aircraft it disappears sometimes.
2) To change the light angles you have to produce a new model.

It is faster for placement because you dont have to add an effect for the light splash.

Using an effect as I posted a few back -
Light splash changes can be done with a simple change of bitmap.
They dont disappear.
However the placement takes longer as you have to add the lights then the splash effect.

Will leave it up to you guys doing the scenery which you prefer.

Anyway heres a pic with the lights lit up -

Posted: 21 Mar 2007, 05:51
by btaylo24
Is that a *cough* *cough* Cessna!
Damm and shame be upon u!
:D

U will be modelling Civil soon!
Barry

Posted: 21 Mar 2007, 12:24
by Weescotty
Just a suggestion -

Have a naming scheme for MAIW objects.

MAIW_light_75ft_6 for example.

When your placing your lights hopefully you have some means of saving the XML placement code.
Only because if the light is modified as long as it keeps the same name you can reload the XML code and recompile the bgl using the new light without have to place them all again.

Posted: 21 Mar 2007, 13:41
by MIKE JG
Hey cool !

Can you post a shot from overhead looking down on it?

BTW if this really works then there are gonna be some guys over at one of the FSDS scenery design forums that will want to speak with you. :wink:

I'm leaving on a three day trip this afternoon so I won't really have a chance to check this out till I get back Friday night.

Posted: 21 Mar 2007, 13:42
by MIKE JG
Oh yea, I almost forgot, I think your idea about the naming convention is good. With so many objects it will be important to use that to keep everything straight. Thanks for the idea.

Posted: 21 Mar 2007, 16:12
by Weescotty
Hanger doors -

Good news / bad news

Good news - Can get them to open/close as you get close.
Bad news - Only works for player aircraft, not for AI....YET.

Posted: 21 Mar 2007, 16:36
by GrahamS
Hi Weescotty

To my knowledge, no-one has yet found a way of opening hangar doors, or anything else not connected directly to the model itself, for AI aircraft.

Posted: 21 Mar 2007, 16:44
by Weescotty
GrahamS wrote:Hi Weescotty

To my knowledge, no-one has yet found a way of opening hangar doors, or anything else not connected directly to the model itself, for AI aircraft.
Aw boooooo.

That only leaves having them open and close at certain times of the day then.

A flightplan timing nightmare.

Posted: 22 Mar 2007, 14:13
by MIKE JG
Maybe, I think I know where you are going with this.

Holloman F-117s safely stowed away behind closed hanger doors then when they are ready to come out and play, open em up and out they come. Now that would be sweet !

What would be the timing restrictions for the opening and closing sequence ?

Posted: 22 Mar 2007, 14:15
by btaylo24
As long as its a big enough window (say 15min)and the "times" as in timezones are all in sync then it should be dooable?
Barry

Posted: 22 Mar 2007, 15:09
by Weescotty
Well I was hoping to tie the open/close of the doors to the AI aircraft, but apparently this can't be done.
No-one has yet found a way of getting 'scenery' to react to AI aircraft. (and I've looked all over).

Only option is that I can set the doors to open and close at specific times, but that would make flightplanning a nightmare.

I can do it, it would just be how to implement the flightplans.

The main restriction would be that aircraft would be tied to a specific hangar.
Could maybe use it for the TNG birds that never go to other fields? That way a spot can be coded just for each individual bird.

Posted: 22 Mar 2007, 15:23
by StingingCanine
reading your post and just wondering:

Can you put lights inside the hanger? I think that if the hangers were open all the time, it would be really cool to go down the flight line at night and see the birds lit up in their hangers.

and tying the TNG's to a hanger sounds like a great idea. I just think it's neat to see an aircraft inside a hanger.

Posted: 22 Mar 2007, 16:26
by Weescotty
Lights in hangers, yup, no problem.

Posted: 23 Mar 2007, 05:22
by nickblack423
Danny,

As promised some pics of Nellis Buildings. Hope they help a little. I have a rough idea how they could be layed out in a scenery package too, unless you already have that from Google Earth.

Image
Image
Image
Image
Image
Image

Posted: 23 Mar 2007, 21:21
by Weescotty
Thats the type of pics these guys need.

Makes things so much easier.

Posted: 23 Mar 2007, 23:06
by BadPvtDan
I'm going to kiss you, Nick. Kev, is that a real model?

Posted: 24 Mar 2007, 03:56
by Weescotty
V2 of the hanger.
First one was just a play around.

Was unsure of scale, so set it using the door, given a door standard height is 80 inches.

Yup its real.

Posted: 24 Mar 2007, 03:59
by reconmercs
those models look like their from another combat sim which I can remember the name thas in development, looks like a modellers are getting better in better in their trade :D

Posted: 24 Mar 2007, 04:18
by ronniegj
Damn, your fast Kevin! Guess you left the a/c unit off the left side of the building to save polys. Otherwise, you could photoshop one of those hangar models into a pic of the airbase and those familiar with it would be hard pressed to tell the diff! Wonderful work guys!

Ron