We're going to edit the LUA script for the CH47. Helicopters are somewhat complex and incredibly noisy machines, you thought your XBOX 360 was loud?
Yesterday we trawled through some online video, ripped the soundtracks and used Audacity to get some loops of the compressor, and rotor beat. That's two discrete sounds that when mixed together should give a good representation of helo noise. Using Audacity it's possible to mark a region, and use that as a 'sample' to remove that noise from anot
Sound is an impressive tool. And something I worried a great deal about from the start. Just adding various audio sources to the Apache, from the Betty, to various computers tones, compressor noise, all adds to a sense of cockpit space.
The Chinook needs similar attention, as a non-hero aircraft (currently a non-flyable). The game engine uses OpenAL, which employs a system of 3D positional audio. In the Apache most of the noise is behind your head, looking left and right appears to pan the a
Making notes on discussions of blade flapping.
Definite gravy but easy to add. Currently blade flexing is done via blended animation controlled by the simulation sending key values to the model. The CH-47 has quite a large blade system (almost doubling the length of the helicopter to 100 feet) and low ground clearance.
Most of the droop comes from the flapping hinge Dave has indicated in white (adjoining the red highlights). These pivots allow the blade to horizontally move upward when
David posted up some more CH47 pics around SimHQ and Facebook and possibly elsewhere. Lot of detail work has gone into the engines, rotor head and trying to get the smoothing correct at the rear of the aircraft.
Looking forward to getting those blades turning, the sound thumping and the dust is flying.
I've been doing a lot of logic work in the Apache in the past day or so. Also full of a head cold which tends to make me cranky.
Sat in the cockpit, the APU sounds like a vacuum cleane
More detailing on the rotor head, details on the flap, pitch link and coning hinges.
Assembled audio for the CH-47 today in addition to implementing the Apache cold-start procedure.
Source
The CH-47F has had a lot more work done in the cockpit area. The seats are looking remarkably clean, I just need to get a child to play inside with some squeeze boxes and a can of 3in1 oil.
The Chinook is smaller than you might think, with a fuselage approx 50ft long, it's shorter than the Apache which is 58ft long (approx). I was surprised by that.
Networking
Today saw successful Combat-Helo net connection between the Leeds UK and Bangkok in Thailand. Getting the link to work throug
Connection time-out now resets the connection status to "disconnected"
Apache canopy glass, lighting issue fixed
GUI input controls that receive key-presses still occasionally hogging the keyboard. (fixed)
Some speed improvements to OpenGL DrawCurve function.
New GUI style as submitted by Spac3Rat in place. See Facebook image
Next week: Back to weapons and more multiplayer functions.
Source
Ok, as said in my last post i will make an advanced 2d system and a gui. I have now decided to start with the gui and add 2d Functions on demand.
Here is a first screen, nothing special, but it shows some progress:
Note the correct rendering of the window at the cube. I'm using one of my first 2D additions, SetScale , to mirror the rendering correctly for the texture.
What does the renderer currently do: Every control is itself contained in a buffer which is only updated if it
A need to test Combat-Helo on Windows 7 resulted in a TESCO purchase of the Windows 7 Upgrade and 1kg of bananas (a rich source of potassium).
Running any Leadwerks program on a fresh OS install results in an EXCEPTION on launch, only two steps required to get it working. Run the OpenAL install then update video drivers. Simple. Everything worked as it should.
Source
After a forced break from programming with Leadwerks Engine, due to Work and other not 3D related Projects, I have started yesterday to come back to my Leadwerks project.
As I'm continuing my project, I'm developing some extension for my own needs and if they are needed and good enough i will publish standalone addons here.
The first project will be somekind of Leadwerks2D. It will offer a richer 2D function set than the current one. eg: Rotation, scaling, origin handling and new primit
Leadwerks Engine 2.32 is now available.
2.32
-"Render" Lua object function renamed to "Draw".
-Added Draw entity callback.
-Entity draw callback and Lua "Draw" object function will only be called at most once per frame. Perform animation in this function.
-Entity LOD distance parameters changed for better performance.
-LoadAnimation now works without exact hierarchy matches, so LOD meshes can all use the full-res animation.
-Implemented entity octree with hierarchical culling and pick
The game world clock is now synced across network clients, time advance and day-night cycles locked. Accuracy is down to round-trip packet times plus a few milliseconds. More than enough to keep entity spawn times and waypoint navigation in close sync.
I'm as yet unsure how often to send clock updates, currently it's every half-second which is quite aggressive, it's easy enough to tweak. Clocks run on client and frame-rate independent so they don't need to be updated often. They just need t
There were numerous small issues related to the 2.32 release, but I am chipping away at them:
http://leadwerks.com/werkspace/index.php?app=tracker&showproject=1&catfilter=2
I'm not going to add any new features until every bug is fixed.
Remember that the more complete and easy to reproduce a report is, the faster it will be to fix. Thanks for the feedback!
Dave's been busy building the unsung hero of Afghanistan and other operations around the world.
Rolf: Can you tell what it is yet? ;-)
It's a non-flyable but will feature prominently in the game as you'll be tasked to provide armed escort for supply, insertion and extraction missions.
Much time has been spent correcting smoothing errors. Brilliant work. We'll be adding the same functionality to the rotors and rear door using LUA scripts. This morning we were looking at the various fl
Combat-Helo presents a persistent world, day-time / night-time mission capability where you can stand around your base with your thumb up your rear-end. The game's heartbeat is the day cycle clock from which all missions, AI entity start/stop times, spawn times. All operate as offsets from mission start time. This presents the issue of real-time vs game time.
To offer variety of day/night operations in a real-time game could be tedious. I want to fly a night mission, but it's noon, I can't.
photo by Mr.Azizbani
The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. (more Information)
These Islands are the some of most important places into our game, with really hard trees to make in 3d!
– I’m kidding, you know all trees are hard!! (but these are harder!)
anyway, you will visit this place into our game several times (of course if you purchase our game!) and I hope you enjoy
photo by Mr.Azizbani
The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. (more Information)
These Islands are the some of most important places into our game, with really hard trees to make in 3d!
– I’m kidding, you know all trees are hard!! (but these are harder!)
anyway, you will visit this place into our game several times (of course if you purchase our game!) and I hope you enjoy
photo by Mr.Azizbani
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The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. (
more Information)
These Islands are the some of most important places into our game, with really hard trees to make in 3d!
- I’m kidding, you know all trees are hard!! (but these are harder!)
anyway, you will visit this place into our game several
Spac3Rat sent in a nice new game icon as well as two editions of his Rotorwash magazine from 2006 to read. Fascinating look at building helos for FSX, one thing we learned about FSX models, they don't work too well for our kind of real-time work. But fascinating all the same.
Dave is busy in 3DMAX building something that looks very much like a Chinook. I'm making incremental improvements to the GUI system, panels can now be roughly dragged around without risk of "mouse droppings" (the window