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  #201  
Old 06-15-2016, 12:35 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by sniperton View Post
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.
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  #202  
Old 06-15-2016, 09:41 AM
sniperton sniperton is offline
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Quote:
Originally Posted by Pursuivant View Post
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.

Last edited by sniperton; 06-15-2016 at 12:50 PM.
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  #203  
Old 06-16-2016, 03:55 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by sniperton View Post
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 View Post
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!
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  #204  
Old 06-16-2016, 09:00 AM
Sita Sita is offline
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for all of these things we need programmers ....
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  #205  
Old 06-16-2016, 11:48 AM
Verdun1916 Verdun1916 is offline
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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.
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  #206  
Old 06-18-2016, 03:00 PM
Fighterace Fighterace is offline
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Bf-110F (the best of the 110 series)
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  #207  
Old 06-22-2016, 09:20 PM
Verdun1916 Verdun1916 is offline
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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?
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  #208  
Old 06-23-2016, 03:17 AM
Marabekm Marabekm is offline
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Quote:
Originally Posted by Verdun1916 View Post
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.
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  #209  
Old 06-23-2016, 10:34 AM
Verdun1916 Verdun1916 is offline
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Quote:
Originally Posted by Marabekm View Post
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?
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  #210  
Old 06-23-2016, 11:34 AM
Soldier_Fortune Soldier_Fortune is offline
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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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