Decaff's Garage

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Flake
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Re: Decaff's Garage

Post by Flake » Wed Feb 20, 2019 4:40 am

Not sure if you're considered the cases of nested sceneries and rotated map frames.

My code in OYS 2.0 source (and 1.0) does deal with these cases so if you haven't implemented do go have a look for a hint on how to deal with that.

Best of luck, I can see you're very close.

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Re: Decaff's Garage

Post by decaff_42 » Mon Feb 25, 2019 4:26 am

The elevation grid methodology is coming along slowly. I'm seeing that a lot of the inputs in the .dnm will have to be made by someone who knows what will or will not break the codes as there is just too much assumed in the .ter format for complete automation. It's going to take some work to work through how I'm going to handle everything. I'm thinking that all faces will be shown and only one color will be defined. Modifications can be made in scenery editor to make grid faces invisible (simple zero-elevation option) and define a second color for gradation.

On the polygon side of the house, I fixed a minor bug in the map element priority and now things are working pretty well.
Image

Making map area definitions will be low-hanging fruit, so I may end up finishing that before the elevation grids. Before I get too far along, it will be worth streamlining the process of handling the non polygon elements.
Check out my website YSDecaff for all my tutorials and addon releases.
Visit by Bitbucket page for Python codes: https://bitbucket.org/decaff42/

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Re: Decaff's Garage

Post by Neocon » Tue Feb 26, 2019 12:18 am

Random Elevation Grid Tip:
Large elevation girds = bad. Basically, at least in OGL2, elevation grids are not drawn at the same distances as map objects (the colored stuff on the ground).

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Re: Decaff's Garage

Post by decaff_42 » Tue Feb 26, 2019 12:20 am

Agreed. One thing that I loved about Taiwan's maps was how the elevation grids were broken up and seamlessly placed next to eachother. With Blender, it would be pretty easy to make a massive grid and then break it up into smaller sections.
Check out my website YSDecaff for all my tutorials and addon releases.
Visit by Bitbucket page for Python codes: https://bitbucket.org/decaff42/

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Re: Decaff's Garage

Post by Neocon » Tue Feb 26, 2019 12:58 am

Using something called "blender" to take something and grind it into smaller bits? You don't say. :lol:

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