DrKevDog

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About DrKevDog

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  1. One of the tools in TAW that may be of assistance in determining what is being rendered when the slowdowns occur is the Polygon tool. When in-game simply press Alt + 0 (zero) and you should see the following: Use a screen capture process to capture the results, both in areas where there are slowdowns (eg:"It happens whenever I get as close as 100 miles from an enemy aircraft group ") and when not slow.
  2. My first reaction is to suspect Polak's old header modification, in which all the .3 files use the highest LOD for an exclusively long distance (128k ?). The easy test / fix would be to substitute all the default .3 files. What else then breaks is uncertain to me in 2.0.
  3. Mustsafa, Are you referring to a drop in frames rate (fps)? If it is "fps" decreased, what is being rendered at the time of the decrease?
  4. I knew you would WIN when you first posted your plan to fight the Highland Campaign. Brings back good memories. I recall discovering that radio silent maneuvering was modeled in the simulation and after studying the formations and the calls, it really made the wingmen come alive and much more useful in air and ground engagements. Great Work
  5. That reminds me of one of the paths we were exploring earlier: '.sss' Did you get any additional insight into what it is and how it functioned in EF2k?
  6. The World Editor is still coming along, albeit at a leisurely pace . The last modification was to create templates for the inclusion of EF2K worlds. That's what I used when I was testing the terrain tile randomization patterns. It makes modifying and creating custom worlds very easy although it is still limited by the fact that each D.I.D. world has its own unique tile set and index values. Python scripts may be helpful there. It's good to hear you have looked into setting it up in GIMP. I would be very interested in knowing what you are doing with the scripts, specifically.
  7. It seems the Norway.dat entry "test.tstplane" is a real test entry. According to what I get from the debug mode, or maybe it's more of a setup-level mode, using suite "01", the test generates tracking lines/vectors that are color coded. Yellow vectors for planes to ? and red vectors for SAM's to planes: The 2 SSD files called, test.ssd and tstplane.ssd use SAM's (sa_11, sa11mis) and aircraft (antonov, efa) respectively. Considering that the 2 SSD's are randomized, this may evaluate the changing spatial tracking relationship between SAM's and aircraft and aircraft and aircraft. This may also be considered an image of the 2-tile randomization (C600, C700) used for that 4ev/4e2 randomized pointer (C600) : C600 = red C700 = black
  8. It is in Tfx2 Debug Mode. Each color is 1 terrain tile. I flood filled an area in the 4EV/4E2 norway map with 2800, which maps to cm0_g.ssd, I assigned it the color blue, however, the randomization can assign any one of the 7 ssd's (there are seven files included in that set) to a 2800 tile. I have assigned each one a different color: cm0_g = blue cm0_g2 = white cm0_g3 = green cm0_g4 = red cmo_g5 = slate gray cm0_g6 = yellow cm0_g7 = black While 7 colors are attractive, they make recognizing a definitive pattern more difficult. PS: I found one in the Libya map that randomizes to 10 which is the highest I've found this far.
  9. Reverting back to tfx2 for this part of the analysis while I figure out a standard to compare. Here are the tfx2 randomization files as defined in the .dat file: 00 02 ____________ FCM1_P.FCM1_P2 / CLIF1S2S.CLIF1S_S CLIF2S2S.CLIF2S_S *[ TEST.TSTPLANE ] CLIF1S2S.CLIF1S_S... *I suspect this inclusion has some significant analytical meaning. The 2 named SSD defaults do not jibe with the terrain, despite them being included in the .dat.. Therefore I am needing to experiment with substitutions to find ones useful for analyzing the randomization process.
  10. Okay, so here is the .dat section for : n:\3dshapes\tfx2\sh\enviro\ground\ 0 2 2 2 2 2 2 2 2 2 00 00 07 00 43 4D 30 5F 47 00 43 4D 30 5F 47 32 00 43 4D 30 5F 47 33 00 43 4D 30 5F 47 34 00 43 4D 30 5F 47 35 00 43 4D 30 5F 47 36 00 43 4D 30 5F 47 37 00 It has the 3rd largest volume of tiles (index = 2800) on the Norway map. 1. I modified the ssinfo.fn to accommodate a list new files: cmx_g.3 thru cmx_g6.3 2. I modified new .3 file/tiles to render different flat color polygons 3. I modified the Block5 and 6 of SSD files CM0_g thru CM0_g7 (maintaining ssd file name integrity) to call the new .3 files What is displayed is the visual rendering of the randomization of index # 2800 = cm0_g as I am flying over SE Norway. Anyone with experience at working with high level graphics will immediately recognize the pattern and recite the mathematical randomization equation(s)
  11. F6 01 00 00 01 00 53 45 41 00 00 00 04 00 43 4D 33 5F 50 00 43 4D 33 5F 50 32 00 43 4D 33 5F 50 33 00 43 4D 33 5F 50 34 00 00 00 01 00 43 4D 33 5F 53 00 00 40 01 00 43 4D 33 5F 53 00 00 80 01 00 43 4D 33 5F 53 00 00 C0 01 00 43 4D 33 5F 53 00 00 00 01 00 43 4D 33 5F 43 00 00 40 01 00 43 4D 33 5F 43 00 00 80 01 00 43 4D 33 5F 43 00 00 C0 01 00 43 4D 33 5F 43 00 00 00 01 00 43 4D 33 5F 49 00 00 40 01 00 43 4D 33 5F 49 00 00 80 01 00 43 4D 33 5F 49 00 00 C0 01 00 43 4D 33 5F 49 00 00 00 04 00 43 4D 32 5F 50 00 43 4D 32 5F 50 32 00 43 4D 32 5F 50 33 00 43 4D 32 5F 50 34 00 00 00 01 00 43 4D 32 5F 53 00 00 40 01 00 43 4D 32 5F 53 00 00 80 01 00 43 4D 32 5F 53 00 00 C0 01 00 43 4D 32 5F 53 00 00 00 01 00 43 4D 32 5F 49 00 00 40 01 00 43 4D 32 5F 49 00 00 80 01 00 43 4D 32 5F 49 00 00 C0 01 00 43 4D 32 5F 49 00 00 00 01 00 43 4D 32 5F 43 00 00 40 01 00 43 4D 32 5F 43 00 00 80 01 00 43 4D 32 5F 43 00 00 C0 01 00 43 4D 32 5F 43 00 00 00 03 00 43 4D 31 5F 50 00 43 4D 31 5F 50 32 00 43 4D 31 5F 50 33 00 00 00 01 00 43 4D 31 5F 53 00 00 My first assumption (norway.dat) is that the first 2 bytes in each line indicate, respectively: 1. rotation and 2. number of files in that line and which also correlates to the number of files randomized for that index number. Agree ?
  12. Reverting back to tfx2 for this part of the analysis while I figure out a standard to compare. Here are the tfx2 randomization files as defined in the .dat file: 00 02 ____________ FCM1_P.FCM1_P2 / CLIF1S2S.CLIF1S_S CLIF2S2S.CLIF2S_S TEST.TSTPLANE CLIF1S2S.CLIF1S_S 40 02 ____________ CLIF1S2W.CLIF1S_W CLIF2S2W.CLIF2S_W CLIF1S2W.CLIF1S_W 80 02 ____________ CLIF1S2N.CLIF1S_N CLIF2S2N.CLIF2S_N CLIF1S2N.CLIF1S_N C0 02 ____________ CLIF1S2E.CLIF1S_E CLIF21S2.CLIF2S_E CLIF1S2E.CLIF1S_E 00 03 ____________ CM1_P.CM1_P2.CM1_P3 COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 40 03 ____________ COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 80 03 ____________ COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 C0 03 ____________ COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 COAST_S.COAST_S1.COAST_S2 00 04 ____________ CM3_P.CM3_P2.CM3_P3.CM3_P4 CM2_P.CM2_P2.CM2_P3.CM2_P4 MARSH_M.MARSH_M2.MARSH_M3.MARSH_M4 MARSH_M.MARSH_M2.MARSH_M3.MARSH_M4 40 04 ____________ none 80 04 ____________ none C0 04 ____________ none 00 05 ____________ TREEISL1.TREEISL2.TREEISL3.TREEISL4.TREEISL5 ICEBERG1.ICEBERG2.ICEBERG3.ICEBERG4.ICEBERG5 04/08/0C 05 ____________ none 00 06 ____________ ISL_1.ISL_2.ISL_3.ISL_4.ISL_5.ISL_6 00 07 ____________ CM0_G.CM0_G2.CM0_G3.CM0_G4.CM0_G5.CM0_G6.CM0_G7 0028 n:\3dshapes\tfx2\sh\enviro\ground\ 0 2 2 2 2 2 2 2 2 2 I am working on the CM0_G, randomization. Here's what it looks like in-game:
  13. The problem is I'm having too much fun creating new custom tools in 3P-4tfx Last night I created a way to analyze the randomization's in Tfx2. I started with the seven file randomization's for the ground file set (cm0_gx). Let me finish up my Norway map and I'll post some images.
  14. I modified mikes tawbig script to output a map with the values for each tile, only the script doesn't address "randomization". Perhaps including " rand_index=(y*400+x)%rand_number" or some other such similar guesses would help in matching it up?
  15. As I recall, and as you alluded to, in tfx3 the randomization process never applies to any terrain with shapes on it, must have been a problem in earlier versions (perhaps like the above variable runway). tfx3 randomized tiles: Desrtm_1,3,4,2 Dunesm_1,2,3,4 Desrth_3,2,1 Island_4,2,1,3 Nlarbs1a,1d,1b,1c Nlarbs2b,2a,2c,2d IIRC the order is defined in the .lst file and loops through.