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Author Topic: Alaska scenery  (Read 225004 times)

aWac9

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Re: Alaska scenes
« Reply #135 on: January 14, 2015, 10:19:10 am »

Acetone ... help
suppose is a known issue
I do not know how to remove stretch without affecting anything else.
thx

« Last Edit: January 14, 2015, 10:26:15 am by aWac9 »
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Acetone

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Re: Alaska scenes
« Reply #136 on: January 14, 2015, 11:08:33 am »

Acetone ... help
suppose is a known issue
I do not know how to remove stretch without affecting anything else.
thx

That's not a common one, but it's easy to fix  :)
Sometimes, when you place roads in map overlay mode, Outerra fails to place some nodes at the ground level and set them way higher than they should be. It can also happen in normal mode, but it's more rare.

To fix it, simply select the road with the road tool, select the misplaced waypoint(s) and remove them individualy (Delete key) or correct their elevation (using the "v" key). You don't need to delete the whole road, just to correct the few waypoints that are too hight.

Also, there is something strange with the original material section at the end of your airport, is this angle normal?
« Last Edit: January 14, 2015, 11:15:50 am by Acetone »
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aWac9

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Re: Alaska scenes
« Reply #137 on: January 14, 2015, 11:41:20 am »

Thanks Acetone
The angle is intentional, this is the real picture of the airport, McBride-" Canada."
  although the terrain deformation is inevitable when they collide roads
working with the data from these sites.

http://skyvector.com/

http://myflightbook.com/logbook/Public/ViewPublicFlight.aspx/566289

http://www.flightradar24.com/UAL1104/5471d4b



« Last Edit: January 15, 2015, 06:09:21 am by aWac9 »
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HiFlyer

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Re: Alaska scenes
« Reply #138 on: January 14, 2015, 12:18:18 pm »

I suspect when the guys finally perfect auto-merging roads (and especially bridges and rivers and etc) there will be an explosion of modding/scenery design.
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Acetone

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Re: Alaska scenes
« Reply #139 on: January 14, 2015, 01:23:51 pm »

The angle is intentional, this is the real picture of the airport, McBride-" Canada."

Cool location :)

I suspect when the guys finally perfect auto-merging roads (and especially bridges and rivers and etc) there will be an explosion of modding/scenery design.

Bridges? Rivers? We can already do that!


 :))
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Uriah

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Re: Alaska scenes
« Reply #140 on: January 14, 2015, 01:31:57 pm »

I was thinking, as soon as there is collisions between statics and vehicles, I can model some bridges. Right now terrain deformed bridges are obviously the only think which works.
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Acetone

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Re: Alaska scenes
« Reply #141 on: January 14, 2015, 01:38:58 pm »

I was thinking, as soon as there is collisions between statics and vehicles, I can model some bridges. Right now terrain deformed bridges are obviously the only think which works.

Yep, was thinking about that. It will require an extremely precise placement, vehicules in Outerra can reach orbit if they get stuck in the terrain at full speed  ^-^
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Uriah

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Re: Alaska scenes
« Reply #142 on: January 14, 2015, 01:57:14 pm »

Precisely, then we no longer need rockets, just vehicle launching bridges ;)

The water mesh really adds to the overall quality of the scenery, nice work.
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Uriah

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Re: Alaska scenes
« Reply #143 on: January 14, 2015, 02:02:09 pm »

By the way, I thought it might be possible to use the gravel road to create river banks. It would allow you to lay out a road, adjust the profile to match the river,  adjust height, border and transition as necessary, and it would eliminate trees growing in the water. Just a thought, you might have already tried this technique.

Regards,
Uriah
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Acetone

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Re: Alaska scenes
« Reply #144 on: January 14, 2015, 03:51:03 pm »

By the way, I thought it might be possible to use the gravel road to create river banks. It would allow you to lay out a road, adjust the profile to match the river,  adjust height, border and transition as necessary, and it would eliminate trees growing in the water. Just a thought, you might have already tried this technique.

Regards,
Uriah

I've already tested it, unfortunately it doesn't look good. I was expecting to have a nice river bank effect with the blending between grass and gravel. However, most of the surface is in fact covered by the transitionnal area so there was only a small visible patch of grey in the middle of the river and nothing around it, because the border area is restricted to a small parameter. I'm using a simple original material large road for the river bed/tree cleaning :)

Gravel can work with small rivers (less than 10 meters) but even in this case, Outerra's stock texture does not really feel natural.

BTW, I didn't forgot you, I have still some stuff to do in Talkeetna before looking at your test site scenery :)
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Uriah

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Re: Alaska scenes
« Reply #145 on: January 14, 2015, 04:21:25 pm »

I see that makes sense.

No worries, I am modeling, texturing and scripting three big projects. I will send you a PM with an update. Aiming to begin work on Cape Canaveral by next week.

Let me know if you ever need any custom modeling for your scenery!

Regards,
Uriah
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Anvar

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Re: Alaska scenes
« Reply #146 on: January 17, 2015, 02:08:20 pm »


Any ideas?
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Acetone

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Re: Alaska scenes
« Reply #147 on: January 17, 2015, 02:37:22 pm »


Any ideas?

You need to install all Morikubo's models : http://forum.outerra.com/index.php?topic=2065.0
There are 4 .otx files listed in his first post (each one with a thumbnail)  :)
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Anvar

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Re: Alaska scenes
« Reply #148 on: January 17, 2015, 03:27:02 pm »

God, I thought that it's one image with one hyperlink...
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Acetone

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Re: Alaska scenes
« Reply #149 on: January 18, 2015, 03:46:33 am »



SoonTM
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