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On 7/31/2020 at 9:25 AM, mikew said:

 dark dots when scaled down to the required size...

Oh, and I see the runway still isn't correctly lined up with the taxiway anyway...

 

Scale is complicating things here but I am wondering if the dark dots might be related to a loss of transparency in rendering the side-dots / lights (0033)

The runway is lined up just the way it should be if you look at Luxor in TAW 🙃

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20 hours ago, DrKevDog said:

The runway is lined up just the way it should be if you look at Luxor in TAW 🙃

Thanks! I didn't expect that. :)

 

I haven't got to the lights yet, so haven't tried to render them. As the lights are separate shapes, I was thinking of just raising them a bit above the ground and convert them to a VRML node rather than try to paint them on the base texture.

As I can't think of an easy way around the runway problem without being able to specify a rendering order, I think I'll look at something else for a while.

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Today's subject is lines, and while 'Lean Viewer' successfully loads the following, I don't see anything.

There should be two lines which form the edges of rwyend20.3




#VRML V2.0 utf8

Shape {

geometry IndexedLineSet {

coord Coordinate {
point [
-37.0 0.0 -400.0,
-36.0 0.0 400.0,
36.0 0.0 -400.0,
37.0 0.0 400.0,
]
}
color Color {
color [
0.64 0.62 0.62,
]
}
coordIndex [
0 1 -1,
2 3 -1,
]
colorIndex [
0 ]
}
}

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Lean Viewer doesn’t support lines :(

 

That’s mostly because they are used so rarely in modern rendering that I didn’t bother to implement them yet.

 

(Lines scale very bad with distance. From close, they look very thin relative to other geometry. From far away, they look very thick. Nothing that’s particularly interesting for modders.)

 

I should at least have added a warning. Sorry for the confusion!

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Yeah, there doesn't seem to be any rules on how wide the line should be, so without any context, it's hard for a general viewer to know what it should do.

I now understand why transparency is awkward as well, as you can't just rely on the z-buffer.

 

Anyway, as points and inlines don't work with Lean Viewer either, I've had to resort to a rival VRML viewer to check my model placement in comparison to 3view.

It's a bit rubbish though, as those terminal piers are far too big and some of the texturing is not right. :)

luxwrl.PNG.e00acc48e87931e0a13e260118ea899e.PNG

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Even with the rival, it looks fantastic!

 

Makes me wonder about a system to enable/disable lights depending on time of day. And about one to add slight variation in color and brightness. And one to fade them all properly with distance. And one for deferred rendering so that each of these lights actually illuminates the runway a tiny little bit. And … :)

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I've only picked one time of day and one palette and they probably don't match. I was going to just produce a day model and a night model just for the lights, but having controllable lights is obviously better.

The general idea was to 'quickly' do some sort of conversion so we have the TAW world in a common format like VRML.

I need some sort of engine though, even if for putting the world tiles together and selecting damage levels etc. I've tried Unity, Unreal and Godot but can't get going in any of them.

Maybe I need to shift focus to a VRML to .3 converter and use TFXplorer

 

While I've been producing VRML up to now, I could instead use something more trendy like glTF as I just break down each .3 node into a set of primitive descriptions: (at least I know what all the fields mean :) )



texpoly 0047 plane_18 4 0 0 255 0 255 128 0 128 opaque 4 -40.0 0.0 100.0 40.0 0.0 100.0 40.0 0.0 200.0 -40.0 0.0 200.0
texpoly 0047 plane_18 4 0 0 255 0 255 128 0 128 opaque 4 -40.0 0.0 200.0 40.0 0.0 200.0 40.0 0.0 300.0 -40.0 0.0 300.0
texpoly 0047 plane_18 4 0 0 255 0 255 128 0 128 opaque 4 -40.0 0.0 300.0 40.0 0.0 300.0 40.0 0.0 400.0 -40.0 0.0 400.0
colpoly 0003 4 204 204 204 204 -37.0 0.0 -400.0 -36.0 0.0 -400.0 -36.0 0.0 400.0 -37.0 0.0 400.0
colpoly 0072 4 204 204 204 204 36.0 0.0 -400.0 37.0 0.0 -400.0 37.0 0.0 400.0 36.0 0.0 400.0
line 0001 2 204 -37.0 0.0 -400.0 -36.0 0.0 400.0
line 0001 2 204 36.0 0.0 -400.0 37.0 0.0 400.0
colpoly 0003 4 204 204 204 204 -26.0 0.0 -192.0 -24.0 0.0 -192.0 -24.0 0.0 -167.0 -26.0 0.0 -167.0
colpoly 0072 4 204 204 204 204 26.0 0.0 -167.0 24.0 0.0 -167.0 24.0 0.0 -192.0 26.0 0.0 -192.0
colpoly 0072 4 204 204 204 204 13.0 0.0 395.0 8.0 0.0 395.0 8.0 0.0 370.0 13.0 0.0 370.0
colpoly 0072 4 204 204 204 204 -1.0 0.0 263.0 0.0 0.0 263.0 0.0 0.0 288.0 -1.0 0.0 288.0
line 0001 2 204 -1.0 0.0 263.0 -1.0 0.0 288.0
colpoly 0003 4 204 204 204 204 -1.0 0.0 213.0 0.0 0.0 213.0 0.0 0.0 238.0 -1.0 0.0 238.0
line 0001 2 204 -1.0 0.0 213.0 0.0 0.0 238.0
colpoly 0003 4 204 204 204 204 -1.0 0.0 163.0 0.0 0.0 163.0 0.0 0.0 188.0 -1.0 0.0 188.0
line 0001 2 204 -1.0 0.0 163.0 0.0 0.0 188.0
colpoly 0003 4 204 204 204 204 -1.0 0.0 113.0 0.0 0.0 113.0 0.0 0.0 138.0 -1.0 0.0 138.0
line 0001 2 204 -1.0 0.0 113.0 0.0 0.0 138.0
line 0001 2 204 -1.0 0.0 -387.0 0.0 0.0 -362.0
point 0033 1 144 -40.0 0.0 263.0
point 0033 1 144 -40.0 0.0 -87.0
point 0033 1 144 -40.0 0.0 -137.0
colpoly 0003 4 204 204 204 204 -22.8 0.0 311.8 -22.8 0.0 304.0 -3.2 0.0 304.0 -3.2 0.0 311.8
colpoly 0072 4 204 204 204 204 -3.2 0.0 356.0 -22.8 0.0 356.0 -22.8 0.0 348.2 -3.2 0.0 348.2
colpoly 0072 4 204 204 204 204 -22.8 0.0 317.0 -22.8 0.0 304.0 -18.6 0.0 30

then I can recreate any format I want.

I see that I should resolve the palette indices into RGB values and relative texture coordinates.

Maybe breaking up the quads into triangles and calculating normals might also be useful at this stage

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