Author Topic: Object Editor Question???  (Read 2327 times)

Offline Bogie603rd

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Object Editor Question???
« on: February 03, 2006, 01:08:34 PM »
Well, it's quite obvious that i'm new with the Object Editor. But i'm not too un-experienced with it. See, I just finished building an airfield for one of my new team maps. It has 3 seperate runways almost like mafld0. Except this one is aligned differently and doesent look like an "X" crossing.

 I got the texture to Build, and the texture is listed in the OE menu with a Star ( * ) to the right of the name of the texture. Also, I know the texture is not corrupt. Because when I select the object's name and press: Add in the OE, it places the entire texture in it's entirety on the screen. Nothing is missing, nothing is mis-placed.

 My question is, how do I get the texture from the OE to the TE (Terrain Editor) so I can place the airfield in my terrain? I already attempted a few things both in the OE and TE. But I still can't get the texture name to appear in the object list in the TE.

 What do I need to do to export the OE texture/object into the TE?:(
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Offline BlauK

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Object Editor Question???
« Reply #1 on: February 03, 2006, 01:59:39 PM »
You put the things together in OE. You use several shapes to build a shape compilation and "build" it. You get your built shape in teh newshps folder. Then you need to copy it to your map's texsrc in addition to all the custom shapes  and textures (htx or bmp) from userlib you have used for building it.

In other words:
- newshps folder contains kind of location info of several shapes, custom and default
- userlib folder contain your custom shapes

You need both of those in texsrc. You only use the stuff from newshps in TE, if you e.g. want to place the whole airbase you have built.

Remember to define the base as group master in TE!


  BlauKreuz - Lentolaivue 34      


Offline Bogie603rd

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Object Editor Question???
« Reply #2 on: February 04, 2006, 12:53:36 PM »
Thanks for that info, and yes, I understood it from the first round. One other question though. Why do I need to assign the base as group master in TE?
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Offline BlauK

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Object Editor Question???
« Reply #3 on: February 04, 2006, 01:20:21 PM »
Air or vehicle base = Group Master :) .. dont ask me why they call it such.
Then there can be other objects belonging to that base... town, radars, acks, shorebatterie, etc.


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Offline Bogie603rd

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Object Editor Question???
« Reply #4 on: February 06, 2006, 09:34:57 AM »
Okay, maybe that's why I had some trouble with the creation of excess objects in the TE.
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Offline Bogie603rd

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Object Editor Question???
« Reply #5 on: February 07, 2006, 12:43:45 PM »
Hey, does anyone know of where I can find a begginers tutorial on generating objects such as a new airfield design? Cause I tried for the second time making a new airfield from scratch and it didnt work. When I build it and place it in the TE, only 1/4 of the airfield is pasted, almost as if 1/4 of the actual airfield design was extracted.

 I'm plain frustrated, I put 3 hours of work into the details and such. I made sure not to place anything off the edge of the tile, and still it wont work. WHAT THE HELL AM I DOING WRONG?!?:furious
(NOTE, when I build the shape, the built shape does not appear in the "newshps" folder. It appears in the "userlib" folder as a .shp file. I transfer this file to the "texsrc" folder in my map, and then place it in the terrain. That is when the trouble begins.)
« Last Edit: February 07, 2006, 12:53:08 PM by Bogie603rd »
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Offline BlauK

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Object Editor Question???
« Reply #6 on: February 08, 2006, 01:34:44 AM »
Don't try to make it from scratch! Rather edit the existing airfields in OE.

With "build" command they come to your newshps folder. Remember to "save as" your stuff with some suitable name before executing the "build" command.

With "convert ac3d file" the shp:s come to the userlib folder.
« Last Edit: February 08, 2006, 01:37:31 AM by BlauK »


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Offline Bogie603rd

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Object Editor Question???
« Reply #7 on: February 08, 2006, 09:28:25 AM »
Well, some nice advise, but I would like to try making a new airfield. It gets boring always having lafld0, mafld0, and safld0.
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Offline BlauK

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Object Editor Question???
« Reply #8 on: February 08, 2006, 09:44:34 AM »
If you study any of those default fields, you will notice how they consist of e.g. lrgrwy, lafld0g and all the other objects.

It is easiest to move the other objects around.

The second easiest thing is to remove the rwy completely and define the actual ground as runway! Then simply edit the texture belonging to that ground object and put it to your texsrc with your newly built shp (from newshps folder). (You get the texture by exporting the ground object to export folder). Remember to place the spawn points in TE!!!

If you dont want to define the whole ground as runway, then use the lot0-3 etc runway objects. You can also hide these under the ground to define only some areas of your new ground texture as "landed successfully" areas.

The hardest thing is to mess with the actual rwy shape and its entry points in ac3d.


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Offline Bogie603rd

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Object Editor Question???
« Reply #9 on: February 08, 2006, 12:00:49 PM »
Prob #1. I do not have ac3d, otherwise we might not be having this conversation.
Prob #2. I lost the actual design I worked so hard on. But i Managed to make a slight re-make. Just not with all the detail. I didnt place taxi-strips and detailed routes along the fields.

 But what I did manage to do is get you 2 screen shots of whats going on. First one is of the actual airfield design.

 Second is of the "Build" sequence.

Pic 1

Pic 2

 I don't know if it helps any. But it shows the situation im in.
« Last Edit: February 08, 2006, 12:12:55 PM by Bogie603rd »
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Offline BlauK

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Object Editor Question???
« Reply #10 on: February 08, 2006, 12:56:48 PM »
Pic1) I wonder why those areas at adges are showing white when they should be transparent. Any idea? maybe you are using some drawing or such as a background for your base layout? You should get rid of that white stuff some way ;)

Pic2) reveals that your properties settings are not correct for an air base. File/properties ... uncheck the 1st box and leave the other 2 below it checked.

In pic2 the index number of lafl0g is covered.. I hope it is 0.
« Last Edit: February 08, 2006, 01:00:31 PM by BlauK »


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Offline Bogie603rd

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Object Editor Question???
« Reply #11 on: February 08, 2006, 03:35:12 PM »
It's white because I was screwing around in the settings and noticed an option for "Screen Display". So I made a screen snapshot of the airfield, edited it some in paint. Then uploaded it into the OE. That's why it's white, not transparent.

 Either way, the OE has the same effect when "building" the tile. Also, when "Is Terrain Cell" is un-checked. The OE will build the shape/tile in 0.2 seconds and won't show me a results window.

 Also, to put your mind at ease, lafld0g indexed number is set to: 0. I read around in the objects.txt file and it told me to index ground shapes as "0"
« Last Edit: February 08, 2006, 03:38:10 PM by Bogie603rd »
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Offline BlauK

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Object Editor Question???
« Reply #12 on: February 08, 2006, 03:57:05 PM »
Quote
Originally posted by Bogie603rd
Either way, the OE has the same effect when "building" the tile. Also, when "Is Terrain Cell" is un-checked. The OE will build the shape/tile in 0.2 seconds and won't show me a results window.



If you are not trying to make a terrain cell, do not check that box ;)
Your result will be in the newshps folder!


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Offline Bogie603rd

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Object Editor Question???
« Reply #13 on: February 08, 2006, 04:12:49 PM »
Sounds great mate, let me check it out real quick!:)
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Offline Bogie603rd

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Object Editor Question???
« Reply #14 on: February 08, 2006, 04:18:52 PM »
Okay, I got the shape, now im gonna try using it. I'm hoping for the best.
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