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PostPosted: Fri Apr 19, 2019 3:39 pm 
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Guys,

Here are some of the early efforts on the terrains.


Image

Image

More coming shortly!

Progress being made!

WB


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PostPosted: Thu Apr 25, 2019 10:08 pm 
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So far, So beautiful! Can't wait to see it develop.
finn


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PostPosted: Sun May 12, 2019 12:30 pm 
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Waiting for more updates!

Any way Andy and I can see how to skin planes?

How many new 3-D model planes are now being done?

Art

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PostPosted: Sun May 12, 2019 2:24 pm 
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WarBirders.

Working on colors and improving the terrain over the next few weeks.

Also all aircraft being converted to UnReal 4 system.

On time for October release.

First Ground Objects being placed.

Image

Starting to improve the colors.

Image


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PostPosted: Mon May 13, 2019 2:29 pm 
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Yes, this looks great. Especially the bottom one. Surf washing onto the beach is very nice.

I would make the surf a little more random, not so uniform. See example below ...

Attachment:
Mountain and Sea2_close.jpg
Mountain and Sea2_close.jpg [ 139.52 KiB | Viewed 207 times ]


Here's the other side of the beach:

Attachment:
Mountain and Sea_sm.jpg
Mountain and Sea_sm.jpg [ 220.89 KiB | Viewed 207 times ]


Also, see image below, it is from Molokai. Note the surf. Also, can we see the Warbirds
terrains at different times of the day so we can see effect on shadows...?

Attachment:
molokai_2.jpg
molokai_2.jpg [ 112.76 KiB | Viewed 211 times ]


If you are able to view the link below, there is an awesome image showing clouds in an
awesome mountain range made with World Creator:

https://www.facebook.com/30589876353377 ... =3&theater

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My Ideas for WARBIRDS 2020

MacOS: El Capitan 10.11.6
Hardware: 2011 iMac 27" with El Capitan
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PostPosted: Mon May 13, 2019 10:57 pm 
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those runways look like they are made of chrome.... if they need help with textures, please let us know.


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PostPosted: Tue May 14, 2019 1:26 pm 
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Coming right along! Dont forget in Unreal you can add clutter and foliage layers that will make the terrain look much less flat and minimize the textures 2D appearance. Clutter has been a huge problem in WB really limiting the impressiveness of the terrain. With Unreal 4 you can have foliage layers that are actual objects you can crash into. Best of all you can put down clutter layers to specific areas of the terrain. In WBs now clutter is a world event that happens only on the front end of the user and is repetitive without regard to actual terrain specifics.


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PostPosted: Tue May 14, 2019 5:21 pm 
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Not being overly familiar with the Unreal4 engine, can it replicate a watershed (i.e. river/stream) or is the water at a fixed level like the current graphics engine?

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PostPosted: Tue May 14, 2019 7:30 pm 
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Pretty sure you can make your rivers above the sea level line.

https://www.youtube.com/watch?v=91JXN_yPSFY

I think I have seen design tutorials using a set sea level for the initial DEM then adding/modifying the rivers after. Unreal is a FPS champ with some smaller scale amazing terrains with rivers and such. Making it work in a 100+ mile terrain probably will take some tweaking. I think adding the proper foliage and clutter on the sides of rivers will make them stand out better anyways regardless of the water effects. On smaller rivers thats often the only thing you see from the air anyways. But for tanks and such on the ground it will be great not having the doom cliffs everywhere there is water edges.


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