Flight Engine + BlitzTiles

Community Forums/Showcase/Flight Engine + BlitzTiles

Chroma(Posted 2009) [#1]
Ok. It's pretty darn good. I flew around Zillertal and the Desert for like...almost an 2 hours. It's much prettier in an F-16 screaming along at 400 knots than on foot as a dwarf...

Here's the proof:






Krischan(Posted 2009) [#2]
Nice one, I always enjoyed the free flight mode more than the 3rd person cam, too. But what happened to the terrain shadows? They look strange... And only 40FPS in desert? hmm...


Chroma(Posted 2009) [#3]
Just flew around the desert for another hour. Very fun and satisfying.

No idea about the shadows and FPS. It runs smooth because of tweening. But also it's rendering all the terrain at once. I've work to do to get the 2 codes properly integrated.


Chroma(Posted 2009) [#4]
Hmm...I got the framerate up to 80-110 and the shadows are fixed now. I'll work more on it tomorrow.


Chroma(Posted 2009) [#5]
Wow...this is pretty unreal. That sky and weather code is absolutely stunning!

Got all the shadows and stuff working...still integrating the code. I'm thinking of making a small island and throwing together a multiplayer combat sim... Too bad I have NO idea how to make my own BlitzTiles map.

Hats off to you Krischan. This flight sim may see the light of day yet! I just flew around for another 45 minutes sightseeing Zillertal.





Hotshot2005(Posted 2009) [#6]
looking good :)


_Skully(Posted 2009) [#7]
diddo

Wouldnt mind taking that for a spin ;)


plash(Posted 2009) [#8]
I'm thinking of making a small island and throwing together a multiplayer combat sim...
Whatever you do, don't make it an island.
Too many people have made demos using damn beachy-palm-treey islands because of Crysis. I'm sick of em, and those islands too.

This looks fantastic though :D


Krischan(Posted 2009) [#9]
To make your own BlitzTiles map just read the help I wrote (included in the package, folder "help" > blitztiles-english.chm > Documentation > Create own scenes). You need L3DT (for large textures: buy it) and create a good sourcemap with it or get experience with L3DT and Wilbur.

If you get stuck I can help you - I made dozens of maps before I've been able to create the three demo maps for BlitzTiles.

The screens look nice - remembers me when I was young, staring at a friend's screen, running F/A 18 Interceptor on his Amiga - the next day I bought mine. Well I could design the beach of San Francisco as a retro-style map. ;-)


Chroma(Posted 2009) [#10]
Heck, if you want to design that map that'd be cool. If you do that I'll release a demo. Which is totally against my nature but hey, this is too much fun to keep it to myself.

The scale you're using for the other 3 maps is pretty much spot on. You get a real good sense of speed while you're cruising along. I was thinking an island just because it'll be small and not too big a hit on the framerate.


wmaass(Posted 2009) [#11]
That looks great Chroma!


Krischan(Posted 2009) [#12]
Chroma, I created a bay area map but unfortunately it is too large (200km wide) and loses a lot of detail - it doesn't look good. The Zillertal map is already a good compromise and I think 50km is the maximum visible range with BlitzTiles. I used a 4096 terragen map and a 8192x8192 texture map which drops the FPS dramatically and consumes a lot of (V)RAM.

Why not release a demo with the Zillertal map? It is very detailed and already finetuned...


ShadowTurtle(Posted 2009) [#13]
flying trough grand canyon would be cool






Chroma(Posted 2009) [#14]
Yeah why not. I gotta copy the folder and take out all the junk. Gimme a few.

EDIT: Bah, I haven't posted a link to a download in so long that I don't have any place to store the zip online...


Chroma(Posted 2009) [#15]
Ok try this link:

Link Removed...try the one below.


therevills(Posted 2009) [#16]
:( MAV

After loading, I hear an engine sound then it crashes....


Chroma(Posted 2009) [#17]
Ah...ok gimme a couple to fix it.


Chroma(Posted 2009) [#18]
Ok try this. I zipped and unzipped to make sure it works. BTW, you absolutely need a joystick to test this out.

Uncensored feedback is welcome. I won't be offended. I'll just fix it.

http://www.fileqube.com/file/KGTiQgNS205383


therevills(Posted 2009) [#19]
Ok try this. I zipped and unzipped to make sure it works.


Yep, no move MAV....

BTW, you absolutely need a joystick to test this out.


:( No joystick here..... looks cool though!


Ross C(Posted 2009) [#20]
Is there key controls?


Krischan(Posted 2009) [#21]
Grand Canyon? Here we go (only a part of it b/c the Grand Canyon ist hundreds of kilometers wide). This map covers 946kmē and has a viewing range of 23km, desert style climate. To get it running copy the "grandcanyon" folder to the BlitzTiles maps/ folder and change the blitztiles.ini setting to "grandcanyon". I didn't finetune the map but it looked already good at this point. Nice canyons for low-level flights btw...



Download it here (5.5MB 7zip SFX): http://www.christianhart.de/bb/blitztiles/grandcanyon.exe

Data source credits go to http://seamless.usgs.gov/website/seamless/viewer.htm. This is based on real terrain data (NED 1 arcsecond), converted with 3DEM and Wilbur to L3DT.

To Chroma: yeah it looks like BlitzTiles can be used for a flight simulator rather than a RPG game. But your steering needs to be improved (I would prefer mouse/keyboard and a chasing view like in F/A 18 Interceptor).


Ross C(Posted 2009) [#22]
A question about the aircraft actually. It just seemed to mostly want to head downwards, despite my holding the controls to point the nose up.


Chroma(Posted 2009) [#23]
Try recalibrating your joystick. If that doesn't work then it could be the quarter chord line in the code. Let me know and if it doesn't fix it then I'll research the formula to make sure I've got it right.

But for a quick explanation. The wing center of pressure is 25% aft of the chord length which gives aircraft a natural tendency to nose down. It's for stability purposes. In real aircraft it's trimmed out but I haven't put a trim system in this. Or maybe I'm trying to model the physics to closely and I really don't need quarter chord in there at all.

EDIT: Hmm...i explained quarter chord from memory but reading it back it doesn't make sense. Lemme check that one out.


Chroma(Posted 2009) [#24]
Thanks Krischan. You whipped that up pretty fast. I'm gonna have to learn how to do this so I can make a small test level!

Flying through the grand canyon at night is absolutely mesmerizing. Flew around for about 30 mintues.


Chroma(Posted 2009) [#25]
Just installed 3Dem and Wilbur gonna play around with em.


Chroma(Posted 2009) [#26]
Wow, just made my first map following your directions. Took me about 20 minutes. And it loaded with no problems. I'm telling ya if there's someway to implement culling into the terrain system where you only show nearby segments it'd be....perfect.

Only problem I did have was that the water in the game was too high. Which actually means my water on my .ter map was too low...I'll check into it.


Chroma(Posted 2009) [#27]
Krischan I hope you're happy. I'm addicted to making terrains now. As soon as I figure out how to design a custom map it's ON! I'm gonna have to buy L3DT. It's just too cool.


Krischan(Posted 2009) [#28]
Chroma, I wrote something for you (and the community):

Tutorial_how_to_create_real_Terrains_for_BlitzTiles.pdf

Complete with screenshots and all informations I know. With that, you (and all others) should be able to create stunning realistic maps for BlitzTiles and your flight engine.

I love L3DT too (I don't get money for this ad!). It only lacks an easy-to-use climate editor, thats a pain in the ass. But in my opinion you can't complain at this price, its the best terrain editor in this category!


Ross C(Posted 2009) [#29]
Cool i'll try and recalibrate it when i get in :)


Chroma(Posted 2009) [#30]
I found out what was making the flight engine chug. Collisions! Just Rem out the line in the Texture() function that goes something like EntityType TileMesh(x,z),2. I'll have to come up with a different method for collision detection (maybe coldet lib).

I also noticed that you're breaking the QTS_Terrain up into sections defined by the BT_Tiles variable. Dude, I've been trying (not really) or waiting for something like this for years. I'm knee deep in your code and it's totally genius. I've got the scenegraph code and I'm gonna stuff all the terrain sections in a TMap and let his algorithm do the work and see what happens. Sucks that I just got to work and I'm on 12 hour shifts....so I gotta wait to try this out.

What's really exciting is that by using the scenegraph and this terrain system, I can get SUPER detailed with all kinds of vegetation. Only thing holding me up now is buying L3DT so I can export the super huge textures.

It also gives me new motivation to finish my F-100 Super Sabre 3d model. It's gonna be the aircraft used in the game (if anyone wants to model one and skin it I'll give you full credit).


Krischan(Posted 2009) [#31]
It's not completely my code, the QTS is from eole, I only rewrote some parts of it and combined it with my Terragen Loader and the rest of the "engine".

Sounds like you can improve it - I would happy to see the results.


ShadowTurtle(Posted 2009) [#32]
you should call this project "indepences wing" and make a game:



- alien-shooter
- timelinit: 5 minutes
- online highscore

^^


Chroma(Posted 2009) [#33]
ShadowTurtle, you're not far off with the UFO thing. I'm thinking of putting the game in the 1947ish era and letting people who choose the Nazi side to fly a Haunebu and treat it like a Harrier Jumpjet or something.

That's part of my problem too. I get an influx of ideas constantly and all that does is sidetrack me from getting even one finished. I've chosen the F-100 Super Sabre for the U.S. side and the Nazi side is still undetermined. But it'll probably be one of their experimental jets.

Just 2 jets to start with. Get the server working and start tuning the multiplayer until I can get about 32 people in a game with acceptable lag. And for now it will be a hit is a hit (no location specific damage). Wings won't tear off or you can shoot the engine and make it stop working. Just trying to get the basics go for now.

My to do list is: Dedicated Un-Threaded Server (to start with), incorporating GNET (first on BlitzBasic for testing and then migrating it to my own site). Once I get those 2 things accomplished I'll move on to the client side. I'll probablly start with sending 1.5 packets a second like RifRag and then incorporate dynamic packet throttle depending on the connection speed. Killing Floor has that option, I just have to research it. As you can tell I have massive time on my hands lately.


ShadowTurtle(Posted 2009) [#34]
this is to much.

keep the story simple +
keep the gameplay simple =
it can make fun (see tetris)

there goes the storyline:

1947ish parallel world is in attack by intergalactic aliens. The earth requires rescue. All lands must help together each other.

The place is a big terrain with a bigger mothership. With boost you must fly trough the intergalactic horde. ... ... ...

In game you can hear popular voices, known from this "era". I think these should not minted in racialism.

So, at end, the mothership explodes. You got highscore and this is the end. It is just a game.


Chroma(Posted 2009) [#35]
Krischan, I have a question about BT_Quality. If I set it to a lower number then the quality increases (more triangles) and if I set it higher then there's less detail (triangles).

Just wondering why the number doesn't coincide with the detail level.


Chroma(Posted 2009) [#36]
Bah...I tried to use the actual terrain info and went thru LDEM an Wilbure and when I try to load the .bin into Wilbure it crashes...


Krischan(Posted 2009) [#37]
BT_Quality: explained in the helpfile, at Documentation > scene.ini:

Quality=32.0 Accuracy of the quadtree. Higher values lead to less, lower values to more vertices 0.1...128.

It is a kind of "edge error" and level difference detection, higher values = more tolerance as you'll notice in the terrain, smaller bulges disappear while steep angles will stay.

And Wilbur crashes are "normal", it is not very stable but useful. Save early, save often :-)