Author Topic: Invisible village buildings  (Read 739 times)

Offline Greebo

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Invisible village buildings
« on: October 17, 2007, 01:39:04 PM »
I have built a tanktown area using the village objects in the TE. There are about a dozen objects spread over eight tiles.

When I drive about the area in a jeep I sometimes hit invisible buildings. At one point when this happened I was able to rotate my view from the gunner's position and buildings would appear and disappear depending on the angle of view.

I have double checked the properties of each object, they are set to groupmaster, not field owned and are on flat grass terrain. Some of the objects have been rotated.

Anyone have any ideas what could be causing this?

Offline Dux

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Invisible village buildings
« Reply #1 on: October 17, 2007, 01:57:38 PM »
I've seen this in other forms... not sure what exactly causes it.

You could try not rotating any of the objects. Also, there is no reason any single object should be a Group Master. I think you want to use Structure (or Town if it's a capturable thing).

When the entire shape is placed in the TE, only then you would label that group as Group Master.
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Offline Greebo

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Invisible village buildings
« Reply #2 on: October 18, 2007, 02:55:04 AM »
OK I'm a little confused here. Perhaps I should have said village shapes, not village objects. I have used the default village1-9 shapes that are already in the TE in my MA terrain. I assumed that as each of these was essentially a group of objects then each one would be a groupmaster.

While on the subject, what should bridge and delta objects be classified as in an MA terrain?

Thanks for your help Dux, I'll rebuild the tanktown one object at a time. I can try rotating and setting different properties one at a time between testing to see what's happening.
« Last Edit: October 18, 2007, 04:37:28 AM by Greebo »

Offline Easyscor

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Invisible village buildings
« Reply #3 on: October 18, 2007, 03:10:59 AM »
Is it located in the exact center of the terrain? Tile 10.24/10.24?
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Offline Greebo

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Invisible village buildings
« Reply #4 on: October 18, 2007, 04:35:57 AM »
I'll have to wait until I get home before I can check, but looking at the map I posted I'd say tanktown is just south of tile 24/24.

Offline Denholm

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Invisible village buildings
« Reply #5 on: October 18, 2007, 09:57:48 AM »
In my opinion the issue is being created by the use of the village1-9 shapes in the TE. Typically they are only supposed to be used in the OE to make custom shapes which are pre-designed and ready to be used. However the MA does not accept custom objects / shapes such as I described. Therefore I would recommend you use the following shapes to make your Tank Town:

City0
Town0 (Town holds field map room)
ttown0

Once again, I don't think it's smart to place the individual town objects (village1-9) on your terrain. I once tried something similar which caused a map crash although I had all the correct properties set. It's either build it in the OE (which won't work for the MA) or use the prepared shapes in the TE.

Hope that helps.
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Offline Greebo

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Invisible village buildings
« Reply #6 on: October 19, 2007, 09:21:32 AM »
Thats disappointing about the village shapes. With all those winding streets, walls and hedges they make for an excellent tank town. I will muck around for a short while to see if I can find the specific problem but failing that I will do as you say Denholm.

The town isn't on square 24/24 BTW.

Is there any resource which goes into the how shapes should be classified? When a shape should be a "structure" or a "groupmaster" or whatever? Still wondering about bridges and deltas specifically.

Offline rogerdee

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Invisible village buildings
« Reply #7 on: October 19, 2007, 09:39:03 AM »
i think that bridges go as a structure,then it comes up as field owned and i believe would have the same destroyed down time as any airfield structure.

i havent got a clue other then that.

some of the things that are in the object editior are there to see what they lok like not for actual use  or so i was told by skuzzy once
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