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mikew

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Everything posted by mikew

  1. TFXplorer

    gamespr is the first .tm that I could identify, but there are 10 others of exactly the normal tm size. Some of them are obvious textures, and I've combined these with the TAW 10am palette to produce bmp files. Since gamespr is in the spr directory, I assume any others would be as well.
  2. TFXplorer

    That works. Thank you! Don't worry about the stars problem. Running the TFX1 data in TFX3 mode is fun in that I can fly around in the F22, but there are multiple other issues. I'll look at it again when we have an API.
  3. EF2000 Reloaded

    Good to hear!
  4. F-22 Total Air War 2.30 (Final) Released

    Strange. I just tried it again to make sure I could use either SHIFT key. I also tried changing the time between the ESCs to a few seconds. It worked every time. Are you running in a VM or have some layer between TAW and the keyboard driver?
  5. F-22 Total Air War 2.30 (Final) Released

    I just tried it, and it works fine for me. For a quick test, I ejected from the spawn point of the Take-Off training mission. What's quite amusing is that a few seconds after ejection, the engines start up on their own and the plane taxis away as I'm watching it from underneath the parachute.
  6. TFXplorer

    I get 'bad plug-in' errors after running in a new folder (so it shouldn't be confused by existing files) This is on a win7 64 bit machine.
  7. TFXplorer

    What menu?
  8. TFXplorer

    There was a really good document from one of the MSFS developers, which unfortunately I can't find now. Anyway, they basically reset the origin every now and then. Both FSX and X-Plane are essentially single player games with some multiplayer components which don't involve paths of bullets. They don't have to keep track of the damage state of their theatre either. I was considering that we just have one TAW sized theatre at a time with a local datum at the centre of the 'cookie cutter' which could include a pole, although that would make it harder to get WGS84 coordinates for each tile. There's probably not a great amount of real world sat that's relevant in those regions though This would only be used to create the 2D map and a dataset that starts with a TAW level of sparseness. What about Snart View or AWACS mode? Hopping around between different units in the theatre is one of the joys of TAW.
  9. TFXplorer

    I'd far rather work with flat tiles, but it would be good if that flat world was a defined projection from the real world. The mathematics defeats me though. Imagine a square 'cookie cutter' with sides 1200 miles long cutting into the Earth's crust, then hammer flat the resulting piece. You'd end up with a square-ish shape that you could turn into a perfect square with a bit of mathematical distortion. This is the 2D world with distances at the centre slightly (I assume you wouldn't notice) stretched and slightly compressed at the edges. We could then treat each tile as we do now, but since it should be possible to calculate the WGS84 coordinates of each tile, it would allow the use of some real world information and the whole thing could be converted back onto a round earth later. As usual, I'm probably over-simplifying things.
  10. TFXplorer

    Well, VRML is only a more convenient way to package the types of information already stored in ssd/3. Much more important to get the overall structure of where you want to go defined in some way.
  11. TFXplorer

    I was scanning through the few hundred .3 shapes used for TFX1 terrain, and exactly 2 of them have a texture name in the header: GAMESPR. Since I didn't have this file extracted, with a bit of trial and error I could find it as spr/gamespr.tm and matched it to an unknown file. I then repacked the combined did.dat with this new file, and was ready to be dazzled by the textured shape. Anyway, it turns out that terrain textures are only used for damage, as far as I can see. There are some other textures referenced by index by other shapes, so it's harder to find the exact texture as I don't have a list...so I probably won't try to find them. Anyway, enjoy!
  12. Our Schnauzer, Tehya

    A tough time. I feel for you.
  13. TFXplorer

    Please do not be distracted from that. Yes, I'm missing those untidy bits of terrain with fact.ssd, but I'm not referencing the sun as far as I can tell. If you notice, my 3view is going into 'Total Air War' mode. If I run it where my extracted TFX1 files are, it's in EF2000 mode and I see the same as you.
  14. TFXplorer

    That's a rather untidy fact.ssd. It should look more like this I think: ..but as you see, it loads but the sun is back. I've just run all the TFX1 shape files through my parser, and there are some other problems. It may be best if you carry on with what you were doing and we can come back to this later when I've done some investigation. If you really want to see the 0049 opcode in action, you could try TFX3's logo.3. This rotates around the vertical axis with the 'parameter' setting.
  15. TFXplorer

    The file fside1.3 is a tile sized shape witha lot of those pointy things. If I try to press F12, I get an assertion violation 'toBeginning <= toEnd' and a crash if I ignore it. Using my 6 year old '3 to text' parser gives me this: Maybe those things are not supposed to billboard, although the 0049 opcodes tend to indicate rotation.
  16. TFXplorer

    Ah, now I see it's only the TFX1 ssds that had the sun/stars problem and get "bad object type in block 6" in the console when it freezes.
  17. TFXplorer

    No idea yet, but hit a problem when trying to find out. After changing that code, 3view now crashes with files that worked OK yesterday. I rebuilt the whole project, so it's probably my fault.
  18. TFXplorer

    Thanks! That code fixes the sun/stars problem. I have some holes in the terrain now, but I have some problem with the shape indices that I need to investigate. In 'fact.ssd', shapes 0x17 and 0x18 still had the old indices. That's the only file I've looked at in detail, so I assume there's issues elsewhere. Your fact.ssd is probably from the extracted TFX2 dataset which is why it has different indices. I'm guessing EF2000 doesn't use it and it's one of the 'padding files' that seems prevalent in that dataset. Apart from parsing it, not much effort has been put into understanding the TFX2 ssd structure and none at all for TFX1. The yugoslavia map has lots of these pointy things that don't rotate to face the viewer, thus ruining the immersion factor, so there's some work to be done with the TFX1 shape files as well...if we can be bothered.
  19. TFXplorer

    I found my scripts from that time and I think this is a case of getting 95% of the perfect result by only using 5% of the effort required. It looks like I parsed the TFX1 ssd file to text using roughly TFX2 rules....but without enough analysis of the TFX1 file structure. I then parsed it again looking for 0300 opcodes to change each shape index. I just jumped over 0a00 and 0b00 lines leaving them as they were. Why the 2nd parser missed those last two shape indices, I don't know. Finally, I just reconverted back to binary. TFXplorer can handle most things, so the end result works quite well. While I'm sure I could reconstruct these TFX1 ssds to make them act like TFX3, it would be good to know exactly what TFXplorer uses so that only the necessary data is included.
  20. TFXplorer

    Yes, I found a quite a few. The problem seems to be the interpretation of the ssd file. I have changed the original ssd file 'fact.ssd' for new indices, and there are couple of wrong indices at the end of Block 6. Other than that, the old and new versions are the same. In the following picture, the new file is on the left, and the section we are looking at is the transition between Block 4 and Block 6. I can't remember what the bytes starting with oa 00 are supposed to do.
  21. TFXplorer

    TFXplorer should just see this as a TFX3 level unless there's some flag I'm missing. All the lev/files have 'redsea' names. It's just strange as it's the only obvious shape mapping problem that I'm seeing. It could do with being fixed as it's really distracting in Yugoslavia which has the highest building density I've seen in any of the maps. All the stars produce a nice snow effect though.
  22. TFXplorer

    Ah, it was a long shot thinking TFXplorer may be to blame. So, for those tiles, one of the called shapes must be using heavenly.3's index number. This goes back to what I did a year ago, which was to identify all the used shapes in TFX1 and TFX2's terrain ssd files. Then I joined together the ssinfo.fn files for the three games. Finally, I offset all the indices in the TFX1 and TFX2 ssd files to match the new positions in ssinfo,fn and changed the texture indices in the TFX2 and TFX1 .3 files. After copying the TFX1/2 supeshapes, shapes and textures into the TFX3 directories, I have one big file set which I this week packed into a single did.dat (except for the lev/ folders). Somewhere in this process, it seems that at least one number is wrong.
  23. TFXplorer

    I keep seeing these purple balls around the TFX1 terrain ...then noticed they were associated with white dots. So, I assume that's heavenly.3 What it's doing in my terrain, I have no idea.
  24. They don't seem too keen to launch today, but still a couple of hours left in the launch window...
  25. F-22 Total Air War 2.30 (Final) Released

    Half a million dollars sounds a lot on a personal level, but it won't get you very far in the corporate world these days. The original TAW code was written in the UK for a game, and it's only guessing the capabilities of the real F-22, as this excerpt from the manual states: Data Validity All data for TAW have been secured from public sources. DID stress that all simulated elements are our interpretation of the facts, and are intended for entertainment purposes only. Because the F-22 Raptor is still in development, some of the systems represented in the game may not be associated with the real plane. While some reasonable guesses can be made for the aircraft's aerodynamic performance, things like radar and EMCON will be almost total fiction without access to classified data. I could see that a version of TAW, with the F22 replaced by the TAI TFX, might have a fair bit of interest in Turkey though.
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