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mikew

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Everything posted by mikew

  1. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    ReactOS is incredibly fragile and reminds me of Linux about 15 years ago. The slightest thing can lead to the OS needing to be reinstalled. At least with a VM I can just go back to a good snapshot. I can get a bit further by enabling 3D in VirtualBox, This causes TFXplorer to complain about the lack of the DirectX June 2010 runtime. If I install that, TFXplorer sees some of it but not XAudio 2.7, then it eventually crashes (although I don't think from the lack of XAudio) The ReactOS DXDiag doesn't work for the D3D tests either, and the ReactOS forums lead me to believe that it can't work right now. While Linux is now very stable and seems to have drivers for everything out of the box, it's much bigger these days and has taken a lot of effort to get there. I just can't see ReactOS getting anywhere near that at their current trajectory. It might make a great base for a TFXplorer specific OS though.
  2. mikew

    F22 ADF Extracted-Working

    In this interview which was after ADF was released but before TAW, Simon seems to be hedging a bit about the JSOW (amongst other things) http://www.combatsim.com/printer.php?action=review&id=180&page=1 I'm not sure if it's possible to activate it in any way. I guess it's worth looking for 'JSOW' (or similar) in the exe in the same area as 'MK82F' and 'JDAM' etc
  3. mikew

    F22 ADF Extracted-Working

    In one of the foreign versions of the that mission briefing is this comment in English: "this mission (sim14cJ.txt) is a replacement for sim14c.txt not used at initial game launch see simon" So, for some reason they didn't use this mission, but I guess only Simon knows why....
  4. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    Well, as it's been too hot to do much of anything significant on the PC this summer, I thought I'd give it a go. The main object was to simply run the ADF installer in support of DKD's investigation, but ReactOS can't yet handle 16-bit programs. TFXplorer looks like it might have worked if I could somehow get VirtualBox to present a D3D interface to the VM...
  5. mikew

    F22 ADF Extracted-Working

    Sounds good. It's pure laziness on my part that we don't have a fully extracted ADF. The data format is the same as TAW so we can use the same tools, but we'd need a list of filenames that are unique to ADF to help with the process. Regarding the executables, let me know if you are missing any.
  6. Finally!...or maybe not. http://www.dailymail.co.uk/news/article-6025457/Australian-discovery-World-War-Two-SOLVE-mystery-missing-pilot-Amelia-Earhart.html
  7. mikew

    F22 ADF Extracted-Working

    Not as far as I know. I did extract the ADF files years ago, but that was before we understood the filename hashing. A lot of the ADF mission files are included in TAW2.30, but I'm not sure if those needed to be extracted. Any particular reason for asking?
  8. mikew

    TAW terrain format

    Hey, all of our old Photobucket links are working again.
  9. mikew

    F-22 ADF Original Patches

    Thanks for the update!..pun intended. I admire your perserverence with this as a few years ago, I had a plan to bring my Orchid Righteous3D card back to life. The only motherboard that I had that had an appropriate slot was a Pentium 4 machine from about 2002. This had a 2+ GHz clock which my Win98 installer complained about, so I ended up throwing all the hardware away.
  10. mikew

    F-22 ADF Original Patches

    The RSO disk contains nine versions of the expansion for combinations of English/German/French then patched/unpatched and D3D/Glide. I don't remmber doing it, but I seem to have backed up some of the old SVBS site...although not the file you linked above. However, I do have the changed files after running the V5.144 patch for the English DirectX version. I've uploaded them here Patches for ADF and TAW usually mean replacing the main executable 'f22.dat'
  11. mikew

    F-22 ADF Original Patches

    I've just searched my disks but don't see that file, but I can only go back to about 2004 right now. I also checked my RSO CD but that wasn't much help either. RSO contains various versions of ADF depending on whether the original game is patched or not, but I don't know of it applies the patch if the original was unpatched. Since you seem to be going for 1997 authenticity, your best bet may be to PM the owner of Combatsim: http://community.combatsim.com/profile/194-the-dude/ ..and complain about the broken link.
  12. mikew

    Spitfire No. 944

    I enjoyed that. Thanks for posting it.
  13. mikew

    NASCAR

    Anybody else watching today's race from Daytona? I wonder if anybody will finish...
  14. mikew

    NASCAR

    Not sure which series, but it seemed to be called coca cola zero 400. Anyway, I was entertained. Since these things are normally live on Sunday evenings for us, I didn't think it ws a rerun until I started wondering why Florida was darker than here which is about 6 time zones to the east.
  15. mikew

    NASCAR

    Actually I see it was from yesterday, but my motors channel is showing the while thing as though it's live.
  16. mikew

    This Day in WWII 29 June 1941 - 1944

    I'd say Wall Street is the crookedest...
  17. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    Ah, while you can tag nodes with height data in OSM2World, it can't handle terrain. So, using yet another tool called Maperitive to combine OSM data with SRTM elevation data. The output is in COLLADA format, but AC3D coverts it to VRML quite well. It's not too difficult (conceptually at least) to combine the output of the two programs into a single VRML file, but that would require a consistent coordinate system. ie a tiling structure that we can use WGS-84 to define a tile, but end up with a 2D grid, so I have to incorporate a projection system somehow.
  18. mikew

    Tuesday

    For your delectation: I quite liked California when I was there, but you guys are the experts on the USA.
  19. mikew

    Weekend Music Thread - Senior Year

    Too complicated to calculate, as I'd have to map your definition of college/High School to our system. I guess it's the same sort of crap though, except we didn't have Cheerleaders. Anyway, here's a song from the olden days...
  20. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    Not my work, but the result of tools produced by German students who appear to have embraced OSM in a big way. I'll look into this a bit more since my enthusiasm for producing a 3->VRML conversion tool has diminished somewhat.
  21. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    I've been having another look at Openstreetmap, and there's some nice tools for it. In a homage to TAW, I downloaded the dataset for Eritrea and trimmed it down (using a tool called Osmosis) to an area of Eastern Asmara, roughly corresponding to this: There's a tool called QGIS which is useful to visualize the bounding box for the osmosis command line parameters. Once we have the area of interest, another tool OSM2World was used to create a 3D representation based on the osm data, which can be exported as an .OBJ file. From there, we can convert to VRML, although we've lost whatever material we had along the way. I just used the default settings, but there is some flexibility in what osm data is used, and what models are used to produce the .OBJ file. Some alternatives here: https://wiki.openstreetmap.org/wiki/3D_development I don't know if this is a practical way to create a flight sim world as even that vrml file is 6MB, but it's fun to play with this stuff.
  22. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    I should have used 'extract' rather than 'preserve'. It doesn't need to be used, but it's there if required. Without assuming any level of commitment, how do you see the transition to a more flexible engine will take place? From my point of view, TFXplorer looks wonderful as it is, but I understand things aren't ideal under the hood. Is it worth using the current assets to create the same look and feel with a new engine, or to make a big leap straight away? Lighting is a good example, as things like streetlight effects would need to change from a simple palette/texture system to a bunch of point sources that need to be placed. A seemingly exponential increase in level of complexity.
  23. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    I was always going to try to resolve the 0015 BSP-style blocks and sub-meshes into one set of polygons, but the routing was to handle the other decisions, ie distance/LOD/damage/parameter/TOD. I can ignore that completely for now by creating separate files for each route. There are possibly better ways of representing TOD these days than changing the palette every 2 hours, but I'd like to try to preserve as much of the data as I can. The whole process has to be done programmatically as I don't want to be making manual decisions at run-time. This may turn out to be a step too far, but it would be nice to have the data from a known world in a generic format.
  24. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    Ah, I misunderstood. I thought the slowdown was due to not having the vertices, polygons, texture coordinates etc in IndexedFaceSet-like lists. For example, how would we deal with things like the windsock? One way might be along the lines of this spinning cylinder example here
  25. mikew

    TAW 3View — A Renderer for TAW's .3 Files

    Your strategy for handling the issue in my last post is already described here: http://community.combatsim.com/topic/41326-back-to-tfx1/?do=findComment&comment=5194353 For my own personal enjoyment, I've been reading up a bit on VRML and it may be possible to do almost a direct conversion from .3 to .wrl by using ROUTEs to handle the different combinations. What might work is something like this: 1. Parse the .3 file and identify the decision structure to a allow a ROUTE table to be constructed. 2. For each route, sort out the vertices and polygon descriptors to produce one SHAPE per route 3. Save in VRML format. Some form of test framework is needed though, and it should roughly match any upcoming API. In the Python world, there's a couple of utilities that may help, an OpenGL sandbox: http://pyopengl.sourceforge.net/context/tutorials/ and a VRML library for it http://pyopengl.sourceforge.net/context/vrml97.html Although quite old, all the examples I've tried work OK. This is kind of fun, although it won't take much for me to give up.
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