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Combat-Helo Dev Blog

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Middle East city block

Dexsoft's Middle East City pack has been tweaked by the Dave-9000 supercomputer and has produced a low poly high density city block of 1038 polys. Requiring heavy edits of UV co-ordinates and placing all the textures onto a single surface for blinding performance.   Perfect for iPhone and as a building block of the high-density city of Herat.     Source

Flexman

Flexman

GEOWEPS - Gratuitous end-of-week post of screen-shots

Airbase preview at our SimHQ forum.   Gluing the airfield into place has been an interesting job, using terrain 'visibility' to cut out terrain chunks and fit it into place. Shindand airfield is used for medical and humanitarian flights, it's currently VFR only and no lighting system. We might modernise it a little for our scenario.   Most NATO flights will come and go from here. A node system for AI aircraft to follow the taxiways and tank-off/land will be added.   Multiplayer options sta

Flexman

Flexman

Upgrade 2.32 - let the fun begin

My wife reminds me that it takes typically two weeks after each engine upgrade to get things working as intended.   There's the odd "caps sensitive" issue in some of the LUA source. And a quick change of fw.Main to fw.main in Renderer to get ll the helo/sky scripts working. Rebuilding the lua-gluefunctions and making sure not residue from the previous version was causing problems.   All that's left is handling changes of appearance and shaders....and re-serialising all of the 3D work.   Pe

Flexman

Flexman

Tricubic Studios Ltd.

Formally announcing the foundation of the legal entity Tricubic Studios Ltd. developers of Combat Helo, associated content and iPhone/iPad games / applications.   This doesn't change very much, it grants us a recognised identity for trading, taxation and investment. Plus we get a chance to develop an insipid company website. We plan to have our first mobile platform release ready for the summer. More details on that in a few weeks. Blog updates will continue at this location.   Source

Flexman

Flexman

Environment, weather, day cycles, iPhones, everything.

It's not going to win any awards for realism but we have a rudimentary ENV environment class that handles time-of-day ticking and updating scene elements accordingly. Lighting, colouring, fog, sun position. Currently it's using computed light values which renders lovely post apocalyptic scenes, the colours are terrible IMO, looks like a nuke's gone off. A lookup table will be better and an exercise I'll leave for later. Also I added some data structures for moving weather zones around the map. T

Flexman

Flexman

Building bridges and instrument lights

Dave sent me his first bridge work for crossing the Death Star trench across our terrain.   Pictured below is an editor scene showing it in place with some of our other 3D assets rolling across it.   Five brickwork textures were used to break up the surface detail with colour matching used to make it blend with the terrain textures.     Last night I finished playing around with the cockpit night lighting thanks to Bushmaster and his reference photos and nudging to fix the colours. Three

Flexman

Flexman

Avionics and cockpit update

Quick update. Busy working on a lot of small things. We have a cockpit update coming to update MPDs, internal and external night lighting. MPDs taking to the TStores class and working towards having a number of cockpit functions up and ready for the start-up. Dave added the CP/G throttle panel too (which removes the power switch and engine startup).   Experiencing a problem with fps slowdown over time again. Mostly down to repeatedly running combat-helo, stop, edit, re-run. FPS drops to single

Flexman

Flexman

Dave experiments with pit lighting

The art-gnome at Combat-Helo has been playing with bloom and glow shader materials for the cockpit and came up with instrument night lighting. I thought it was a cool use of extra texture stages and materials with Leadwerks engine, it's an easy effect to add. With additional green point lights around the pit it should look pretty close to the real deal.     Here's a real shot with night lighting. Panel back-lighting and small point lights.     Source

Flexman

Flexman

WEP page (advanced)

This is OpenGL, vector based rendered to an offscreen buffer, now with added mipmaps. I'll try and detail the functions of these pages and sub-modes as I go and allow you to submit corrections early on.   The WEP (weapons) MFD page   Pictured below shoing the gun sub-mode. Main feature is the bust limit selector on the left side indicating the number of rounds fired when the pilot commands. The bottom MFD buttons marked GUN, MSL and RKT will switch the weapons and display rounds and options.

Flexman

Flexman

SimHQ Dev Diary update

AD has been finishing more of the villages and green zones around the region. You can read more about it here...   SimHQ Dev Diary update   This is "Dara" in the Northern region (See map below)   Source

Flexman

Flexman

Summer Sim 2010 pre-flight

All the things we want to show but can't. Still making some final hour changes to get a robust demo working that can be operated by Joe Public (I'm told he's coming along). A simple flying demo that will show the technology, Afghan map, lighting and cockpit. It has the mark 1 flight model I keep tweaking. sounds could be better. I wish I had time to do the landing gear joints, it's hard to land without wheels.   Better stop with the bloggin and get back to writing.       Source

Flexman

Flexman

Saitek X65 - A Tale of Two Joysticks

I've been using this for testing and making profiles for Combat-Helo since the weekend. This is a really odd stick. It's perhaps the best built joystick out of the box I've ever had the privilege of using. And quite a looker too. The textured metal feel, the metal triggers and even a couple of the HATs. Oddly this level of build isn't consistent with several hats made from what feels like a poor quality plastic. But it wasn't broken or badly assembled, and nothing has broken yet.   If you didn

Flexman

Flexman

Summer Sim, ups and downs but great fun

I want to thank Komodo Simulations for inviting me down for Summer Sim 2010, even though it didn't go according to plan we all learned a lot, I certainly did and this was really a chance to meet people and forge connections.   Rich was clearly deep in thought and concerned about hardware performance. I was lost in deep thought and concerned about software. Everyone else didn't seem to mind very much. What happened was, early in the day while I was re-compiling the demo to fix a stupid inverted

Flexman

Flexman

Just BeCause 2

No work will be done tomorrow. Just Cause 2 PS3 is released. The acting sucks, the actual game doesn't seem all that hot from the demo either, but the stunt playground aspect is brilliant.   Source

Flexman

Flexman

Canopy doors exterior done

Check off the list, working external canopy doors, flip up/down, will indicate available crew position as well as letting you chat to your mounted team-mate while you're on foot. You could even arm the pilots chopper for him.   Internal doors and wipers next followed by external lighting system. Hopefully we'll have the cold start-up sequence in a few days, we need that so we can get on with more vital systems.   (I just noticed the text on the rail is reversed)   Source

Flexman

Flexman

Just couldn't keep away today

I had a couple of hours with Just Cause 2 which I hesitate to recommend, it a really fun game but you're stuck playing an unlikeable character. Cheesy dialogue abounds and that's no bad thing in games, I scripted plenty of cheese for Longbow Combat Helo. Think about the lines of dialogue from old games you might remember.   The Playstation 3 was needed by the children for Final Fanstasy n so Rico, Scorpio (whatever the slab of MDF you play is called) was parked for the evening.   So back to

Flexman

Flexman

Menus and Weaponeering

On the whole, I'm starting to warm to using text for user options, the nineties style. Dave showed me some icon screenshots from ArmA and remembered why I didn't like them. Is that a steering wheel? Desk fan?   Below is an in-game shot showing the menu and data displays for helicopters. Not unlike something you might have seen in older games using pre-rendered art. All interactive objects around the base will have these. If you don't want the floaty status text, CTRL L (for labels) is your fri

Flexman

Flexman

Player profiles

Writing this up for reference later.   Thinking about players, names, callsigns, current rank, medals, changing characters. The 3D base metaphor avoids a lot of GUI work. Using 3D lockers (since I have one to hand) is perfect. As it turns out, as easy as setting user keys on Locker entities. Simple.   Source

Flexman

Flexman

Menus and Weaponeering pt2

I was thinking over some official forum posts and one gentleman indicated that they were partly colour-blind. Accessibility issues are something I think about whenever I'm writing software or web site design work so I kicked myself when I didn't apply that to the interface. I added some GUI elements that link current selection to the tooltip, this should avoid ambiguity in the menu system.     So that's all working as it should, just have to fix up the weapon selection system which wi

Flexman

Flexman

Random screen-shot of the day

Still working on the loadout system, as it happens I totally forgot to do the pylon classes. While I'm working on polymorphic classes to deal with that (lot of cases to think about). During lunch I played with some more dust effects, this time for rotor downwash. This uses the roaddust pixel shader so it picks up the colour of the terrain it's currently over.   With no wind vector applied, brown-outs, where the crew can't see outside are occurring. Not sure why the canopy isn't blending

Flexman

Flexman

Blade flex redeux, campaign news and compounds

Last night we added rotor blade coning which resulted in realising the helo was just a little slightly off axis, now corrected. The Apache has been attacked by an angle grinder on more than a few occasions, might be showing signs of wear.       Some LUA issues came up which erroded confidence in relying on it for so much. I've ditched arming through scripting. It's prone to misuse.       The pylons are now ready to take the 3D models of the assigned loadouts leaving the final stage of th

Flexman

Flexman

Rockets and Rails

This entry is not about the life of pioneer George Stephenson. The pylons seem capable of configuring themselves, got some elevation in there for aim assist if/when we add that.   I removed the LUA based weapon loading, it wasn't working out the way I hoped it might. There's a level of disconnect between LUA and the game-engine which added to the complexity of something that is already complex, when it didn't need to be.   Can finally get started on the arming now. Got a little sidetracked w

Flexman

Flexman

IHADSS mode cycle and recent work progress.

Most of the IHADSS modes are complete except for a couple of elements in hover and bobup, and the flight-path indicator in TRANS mode.   Also added for Dave's benefit a small map which I'll use later as a background underlay for a tactical situation display (TSD) and easy nav mode.   RichP has supplied an authentic start-up sequence complete with appropriate caution and warning signalling that fits our bird nicely. Once we're done with the arming set-up I'll get back on the cockpit sequencin

Flexman

Flexman

Easter Holiday Break

Just to let you know I'm taking a few days off Easter Holiday. Back up to speed in a couple of days.   Source

Flexman

Flexman

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