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Krycztij

TFXplorer

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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.

 

 

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I have been following these threads and, as always, they prompt my curiosity about a number of things. First let me say thanks to Krycztij for the updates. I have been doing some work on the terrain recently and was curious about Mikes statement regarding GAMESPR, I would assume that to be a sprite, does the tfx1contain .tm textures in the spr directory?

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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.

tfx_tm.png.27403f8022038436f1c21e836ebfb3b7.png

Since gamespr is in the spr directory, I assume any others would be as well.

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Minor update: Last week, I finally isolated the code for tile sidelength. This was a major problem in the way of new terrain, because TFX’s tile sidelength (16384 ft) was hard-coded everywhere. I can now use arbitrary sidelength with arbitrary geometry:

 

5aafc678b46dd_2018-03-05variabletilesidelength.png.2ec55b7817822858615ff89a132222b7.png

 

Forward, step by step :)

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Well done! Is the tile still 2048 units wide with arbitrary unit size? or can the tile now be an arbitrary number of 8' units?....or both?

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The unit is always meters. (TFXplorer is SI-based since ~2015; TFX’s units have since been converted with a tiny rounding error.)

 

Tiles can have an arbitrary size in meters, not necessarily integer :)

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Impressive work Krycztij! Downloaded the latest version above and used it with TAW files on Windows 10, worked well, just had to get the Direct X redistributable from June 2010 to get XAudio working.


What is most worked on currently? Guess some big areas besides the visual improvements would be e.g.

- Waypoints, navigation

- AI

- (More) weapons, radar system, HUD modes etc

- Mission/campaign structure

 

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Hi tvivelfront!

 

I’m glad to hear it works well :) I’m still working on a terrain overhaul. Regarding the other areas:

  • AI had some groundwork done – the F-22 got a very primitive autopilot that can level out the plane after a spin. AI will be built on it.
  • Weapons are one of the top priorities, but they require more physics work (proper collision detection and object interactions).
  • HUD modes: Bottlenecked by information. I can find descriptions of the Super Hornet’s and Lighting II’s HUD, but not of the F-22’s.
  • Mission/campaign will come later. I’d rather prefer multiplayer for a start (for technical reasons).
  • I’m preparing for other vehicles besides the F-22. E.g. an internal build allows to drive a ZSU-23, and this video shows me flying a KC-135.

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