Author Topic: Now were cooking with gas....well, almost...  (Read 1170 times)

Offline hitech

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« Reply #15 on: February 08, 2005, 01:50:33 PM »
That error just meens you have somthing sticking over the 1 mile square.

HiTech

Offline Waffle

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« Reply #16 on: February 08, 2005, 02:01:26 PM »
ok just tried again

Using the Ac3d export  of the large feild ground object "lafld0g" - I went in and changed the texture map.

I converted this back into the object editor where it showed up nicely.

I placed the RWY2 runway on top, and then added a tower.

Built first with "is a square object"checked,
Then built again with the additional check box about showing terrain underneath.


doing the same thing as before.

Here's the source for the edited lafld0g, as well as the .til and shape files. Also included are the files from userlibrary, which may not be helpful

source
« Last Edit: February 08, 2005, 02:04:50 PM by Waffle »

Offline Waffle

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« Reply #17 on: February 08, 2005, 04:01:31 PM »
any luck with those files?


Starting on editing a bomer hanger and doing all the LOD and dead shapes.

was curious about some of the names in the groups there -

L1 or l1 / l2 / l3 (presume Highest LOD to descending)


"ij" - ?

o8 - presume dead shape - ? is "o" a predecessor to any dead object?

o14  - bomb crater?

Just curious if theres a list handy explaining all of this and the designations (in further detail than what is available now) and other little tricks and tidbits that might help us (or at least be good to kow) while we're trying to build stuff...like the zbias-16 thing...good info to know :)

Or is this the part about Ac3d being easy to add your text tags to?

Offline hitech

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« Reply #18 on: February 08, 2005, 04:23:24 PM »
First off, shape and the base part of the texture names can not be over 8 characters. That alone might be the problem. Ill check out the rest in a bit.

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Offline Waffle

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« Reply #19 on: February 08, 2005, 05:18:20 PM »
Thanks again....

One thing I noticed is that when I had all of the feild parts laid out in AC3d, with textures on, they lined up correctly there.

When I used the edited "lfld0g" export to place the grass texture on the feild, the texture was flipped over. I had to go back into AC3D and flip the texture on the Mapping coordinates tool.

Wasn't sure if this was an issue or not, if something was getting flipped or reversed on import.



Again, Thanks for the help -
Waffle

Offline hitech

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« Reply #20 on: February 09, 2005, 11:07:56 AM »
Ill check the UV maping on the import.

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Offline BlauK

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« Reply #21 on: February 09, 2005, 12:31:34 PM »
I thought that the whole model gets mirrored in X direction, not only the textures...


  BlauKreuz - Lentolaivue 34      


Offline BlauK

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« Reply #22 on: February 16, 2005, 01:11:11 AM »
Waffle,
have you been able to land on that base yuo have built? I made a base, tried to do it like the existing bases and was able to see it in the game... but I cannot land on it. I crash immediately on landing.

The base has a square ground object at bottom and then a separate runwat object on top of it. Index order is correct, type set as rwy, etc. The material number is not same though... could that be the reason?

HT, or someone...  are there some essential issues to consider when building runways?


  BlauKreuz - Lentolaivue 34      


Offline hitech

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« Reply #23 on: February 16, 2005, 09:13:55 AM »
Material wouldn't make a difference.

But to be able to exit and get a landing, you should have the PolyID=20001 I.E. runway

Also make sure they are completly flat.

Offline BlauK

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« Reply #24 on: February 16, 2005, 09:28:22 AM »
The problem with my rwy was that as soon as the wheels touched the runway, I was back in tower again... crash!!! (The base is not ready at all, I had taken off from a nearby base!)

The rwy objects had that PolyID!

In TE the subtiles seemed to show partly (as shadows) through the runway though....


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Offline BlauK

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« Reply #25 on: February 22, 2005, 04:14:06 PM »
Solved the crash on rwy thing....  the new rwy object (several polys merged) I had made was 2-sided and some polys had normals to wrong direction :) Now I can land, but I still only get 'ditched' results.

But then more air field related problems:

1)
Exported rwy shows entry points in ac3d, PolyID=256. Am I supposed to place  F B and V entry points already in ac3d, or in OE (titles exist, but such objects are missing), or in TE?

If I use the exported entry points in ac3d, the triangles remain visible when the model is brought to TE and they are also visible inside game... I collided with them.

2)
How should the "silowet" group be built for a custom made air field? It is necessary for ...loadouts??? ..or was it mannable acks? Does it also affect the entry points or 'landed' / 'ditched' outcome?


So basically... could you provide a short basic step-by-step guide for building an airfield.. which parts done in ac3d, which in OE and which in TE... please!


  BlauKreuz - Lentolaivue 34      


Offline BlauK

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« Reply #26 on: February 23, 2005, 07:25:11 AM »
I figured (maybe) from the TE help files, that entry points can be placed there. Th existing air fields have their entry points built into them though.

Is it possible to enable entry point placement in OE?


Also another question to the previous list:
- How is the map icon (small, medium,large) for air fields defined? Or in other words, how does a base become small, medium or large? :)


  BlauKreuz - Lentolaivue 34      


Offline hitech

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« Reply #27 on: February 23, 2005, 09:56:04 AM »
Blauk: Export entpnt to ac3d.

Make it a total hiarcy with a vod object type.

Then build and use that shape to create the entries you wish.


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Offline BlauK

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« Reply #28 on: February 23, 2005, 12:44:43 PM »
There are no separate entry points in OE, are there? But is it ok to use the rwy object, to export it to ac3d and delete everything but just 1 entry point?

Then I would make a total hierarchy with just this 1 object and define it as void object... in ac3d??? Or is that definition done in OE with the override function?

Not very clear yet, but I'll try :)


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Offline BlauK

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« Reply #29 on: February 23, 2005, 03:13:52 PM »
Well, I tried.... but my entry points from ac3d always become visible triangles in OE and TE and in game. I tried VOD, overriding it as FTE/BME/VHE in OE and Hidden=1... but it does not work. NoCollision=1 did work though... I no longer collide to those triangeles in game :)

Placing an entpnt in TE also worked, but I cannot control the direction. The "H" point is always in the middle of the field and that entpnt from TE made a "N" point. Does the order of those entpnt:s alreay include the direction where they are pointing?

Another intresting remark was that my rwy gives "landed" results for a vehicle, but planes always get "ditched"... wonder why???

All help and suggestions are welcome :)


  BlauKreuz - Lentolaivue 34