Author Topic: Newbie Question  (Read 1309 times)

Offline WW

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« on: November 02, 2001, 02:12:00 AM »
OK, just started using the editor today, followed the editor for dummies guide which doesn't seem to go into much detail about editing objects.

I make a target practice island and start placing stuff. 30MM guns, fuel tanks, you get the idea. I don't want them all associated to the field cause I can only have 6 of each item according to the docs (ID 0-5) Sooo I set them to the country rather then the field.

I try it out, go and shoot them. I get the message saying I killed it but it is visually undamaged. Now I know some other object in the terrain is getting destroyed, my question is how to I correct this problem?

P.S. I'm using the versino I downloaded off the site here 3 days ago.

=WW=

[ 11-02-2001: Message edited by: WW ]

Offline pokie

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« Reply #1 on: November 02, 2001, 10:21:00 AM »
Quote
Originally posted by WW:
OK, just started using the editor today, followed the editor for dummies guide which doesn't seem to go into much detail about editing objects.

*****
Here is a file that I put together for myself maybe it may be useful to you.
 http://www.accesswave.ca/~tscott/AH-stuff/AH-Editor&Stuff/AHEhelp.ZIP

Look at the NOTES-FOR-EDITOR file.

/////////////////////////////////////////

I make a target practice island and start placing stuff. 30MM guns, fuel tanks, you get the idea. I don't want them all associated to the field cause I can only have 6 of each item according to the docs (ID 0-5) Sooo I set them to the country rather then the field.

**** You can have as many of those objects as you like. (Max. grand total of items for terrain is 4000)

Lets pick (GNG) ground guns, the first one placed is ID:0 the next is ID:1 then ID:2 ,3,4 etc. until you are done.  You could have 60+ gun grounds at an airfield.

The only exception that I can think of at the moment for restricted number of objects are the ENTPNT (entry points) for Ptboats, Vehicles, Fighters and Bombers because they only have 9 positions that you can select off of the clipboard map.

  (Image removed from quote.)  

To get the entry point pointing in the direction you want you need to rotate them. NOTE! when ENTPNT are placed they are always facing North unless you rotate them.  You can only have 1 direction per ENTPNT the only exception is the "H" position which can be facing any direction, H is the first ENTPNT placed.

  (Image removed from quote.)  

////////////////////////////////////////

I try it out, go and shoot them. I get the message saying I killed it but it is visually undamaged. Now I know some other object in the terrain is getting destroyed, my question is how to I correct this problem?

****
Are you shooting at your own guns or the enemies?

if you are shooting your own, what are your arena settings set for?  
Is your PROTECT OBJECTS at 1 or 0 ?

What about DOWNTIME?

/////////////////////////////////////////

P.S. I'm using the versino I downloaded off the site here 3 days ago.

You have the 1.03 version, here is information and the patch for editorII.
 http://www.hitechcreations.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=3&t=000204

Some people can run the editor2 some can't.

=WW=

[ 11-02-2001: Message edited by: WW ]


Pokie

[ 11-02-2001: Message edited by: pokie ]

Offline WW

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« Reply #2 on: November 02, 2001, 12:15:00 PM »
Pokie,
That is fantastic help, thank you!!

I'll download all the items you listed now and give it a try.

On the subject of destroyability, I was curious abut that too. I do have a dozen or so different objects that where associated to the field 1, all with seperate IDs 1-6 and they all blew up real good and all belonged to my country which is what I was after. I will have seperate Islands where they shoot back but wanted some targets just to shoot at with no risk.

The prob only seemed to occur with objects that I had set no ID for, which where country objects. I thought they didn't need an ID so perhaps thats another error on my part.

Placing Factories and the like demonstrated this prob too so I'll have to see how to set the individual object IDs..(Yuk)

Thanks again for all the great info!!!

Offline WW

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« Reply #3 on: November 02, 2001, 12:33:00 PM »
Well now I'm bumbed out.
I tried the version 2 editor and the second I launch it, DR. Watson puked in my face. I dumped eveything in my system tray except my MicroSoft mouse thing and still no go. I was real hopeful cause I'm getting real tired of having to flip upside down and use the backword motion button to get closer to the land (None of my sidewinder buttons seem to do the forward motion at all)

For what is worth diagnotically, I'm running Windows 98 SE with 256 Megs Ram, 64 Meg GForce 3 Prophet III vid card on a Dell Dimension XPS-T700 PIII 700 Mhz box.
Networking is local Ethernet through LinkSys boards.
Dr. Watson does it's customary cascade of dialog boxes saying nothing of any value that might provide the slightest hint to whats going on.

=WW=

[ 11-02-2001: Message edited by: WW ]

Offline pokie

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« Reply #4 on: November 02, 2001, 02:26:00 PM »
WW

whats your sound card?
whats your sidewinder?

I had the same problem with my Sw3DPro and just ran the driver version 3.02 again.


P.S  you are using the new .exe file for the editor2?

Pokie

Offline WW

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« Reply #5 on: November 02, 2001, 03:08:00 PM »
Yeah, I was trying to use the file marked aheditor2.exe

My sideinder is the 3D Pro (old one - non USB) and Information tab on properties reports software V3.0.

The Sound Card is the SB live Platnum. The driver version reported by DXDiag is 4.11.01.0711 and as is usual with Creative labs, it isn't certified which of course doesnt really mean a whole lot.

I did find my Forward button and thats working smoother now. I managed to create my Tank target area full of fuel tanks, Ground guns, Ostwins and PTboats on the coast.

I have like 30 Ostwins across 2 grids, 10 PT boats 24 fuel tanks across 2 sectors and about 6 ground guns. Everything is nice and local so the tanker doesn't have to drive far. Frame rates drop pretty good in spots so I wouldn't go flying a plane near the ground there but for tanks it should be fine.

I have 12 individual, 2 grid islands off the main one for Air to ground targets and I'll toss in some flight proficiency areas with Hangers to fly though at differing elevations like a slolum. Then I'll set up a dog fighting area with any luck with airstrips that will be difficult to vulch.

I'm gonna try to set up a carrier battle group for deck gun gunnery but not havn't seen any carrier group objects yet and the problem of getting these things moving looms over me. Same as plane gunnery and Torpedo boat gunnery cause I have no Idea how to get planes and boats moving along a path. so those ideas may be a wash

My only gripe at this point is I can't find any PTboat or Tank object type and don't know their tuffness so they go boom with one or two good hits. My other gripe is having to reassign ID numbers to object groups. that's gonna be a pain.

Know anyway to write directly on the ground so folks can see from the air area names and warnings like (low frame rates here)

=WW=

[ 11-02-2001: Message edited by: WW ]

Offline pokie

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« Reply #6 on: November 02, 2001, 04:59:00 PM »
Quote
Originally posted by WW:
Yeah, I was trying to use the file marked aheditor2.exe

My sideinder is the 3D Pro (old one - non USB) and Information tab on properties reports software V3.0.

******************* http://www.microsoft.com/hardware/sidewinder/downloads/default.asp#3Dpatch
***************

The Sound Card is the SB live Platnum. The driver version reported by DXDiag is 4.11.01.0711 and as is usual with Creative labs, it isn't certified which of course doesnt really mean a whole lot.

I did find my Forward button and thats working smoother now. I managed to create my Tank target area full of fuel tanks, Ground guns, Ostwins and PTboats on the coast.

I have like 30 Ostwins across 2 grids, 10 PT boats 24 fuel tanks across 2 sectors and about 6 ground guns. Everything is nice and local so the tanker doesn't have to drive far. Frame rates drop pretty good in spots so I wouldn't go flying a plane near the ground there but for tanks it should be fine.

***************************
The more objects the lower the frame rate

Plus no one's gonna shoot at  tanks or boats that are not manned, they are going to go after airfield objects like ground guns, fuel bunker so they can capture the airfield.

***************************

I have 12 individual, 2 grid islands off the main one for Air to ground targets and I'll toss in some flight proficiency areas with Hangers to fly though at differing elevations like a slolum. Then I'll set up a dog fighting area with any luck with airstrips that will be difficult to vulch.

I'm gonna try to set up a carrier battle group for deck gun gunnery but not havn't seen any carrier group objects yet

*****************
look in the object group.
listed as CVTG1

you should place a maproom (find it in your object list) for each task group.

******************

and the problem of getting these things moving looms over me. Same as plane gunnery and Torpedo boat gunnery cause I have no Idea how to get planes and boats moving along a path. so those ideas may be a wash

***********************
you can not have these objects move.
Only the CVTG1 can have a pre-mapped route.
All other moving vehicles are those being used by players in your game.
**************************

My only gripe at this point is I can't find any PTboat or Tank object type and don't know their tuffness so they go boom with one or two good hits.
***********************
Look at this
 http://www.hitechcreations.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=55&t=000332

************************************

My other gripe is having to reassign ID numbers to object groups. that's gonna be a pain.

***********************
If you use a prefabbed group like AFLrg-S which is a Large airfield and gave it a field # (of what ever) you don't have to reassign ID's for the objects in this airfield.
Only if you add more identical objects to it like if you added another ground gun since the AFLrg-S already has 12 ground guns you would need to assign the next number which in this case would be ID=12 because there is already ID 0,1,2,3,4,5,6,7,8,9,10,11 (12 guns)

******************************************
Know anyway to write directly on the ground so folks can see from the air area names and warnings like (low frame rates here)

**********************
The only way is to draw on the texture tile but it will show up everywhere that texture shows up.
************************


=WW=

[ 11-02-2001: Message edited by: WW ]

Pokie

P.S  

What I would do if I was you is to make  a small Island 10 SQ x 10 SQ and put an airfield ( choose AFLrg-S ) and a (CVTG1+MProom) at each end.

Field #1 = AFLrg-S (make it Bishop owned)
Field #2 = CVTG1   (make it Bishop owned)
Field #3 = AFLrg-S (make it Knight owned)
Field #4 = CVTG1   (make it Knight owned)
then see if you have any problem with the terrain and see if the CVTG1 moves.

If you look in this terrain message board you'll see alot of advice and the big one for me was to make small terrain first before making a big one.  Small maps will help you solve the problems easier the big ones could take forever and may frustrate you.

I learned alot from others, they know who they are and I don't want to name them for fear of leaving someones name out.

Offline shaunmcl

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« Reply #7 on: November 02, 2001, 08:32:00 PM »
the names shaunmcl HOW the hell do u get the editer going firstly ahedit is not a valid win32 application what does that mean and secondly there is not enough memory to fit this program what say it in english pleas mister computer  i have a 128 ram 800gh and 20 gb that sounds like enough to me could somebody pleas tell me how to get this thing going it would be much appreciated thxs  :confused:

Offline pokie

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« Reply #8 on: November 02, 2001, 11:03:00 PM »
Hello ShaunMcL

If you can run aceshigh then you should have no problem running the editor.

Download the editor version 1.03 and install it.  Also get the help file.
 http://www.accesswave.ca/~tscott/AH-stuff/AH-Editor&Stuff/editorhelp.zip

This is the corrected help file

See if you can run the editor

Pokie

Offline WW

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« Reply #9 on: November 03, 2001, 12:03:00 AM »
Well Pokie,
I restarted my map and began placing shape groups only. Went to test and yes, things blow up just like their supposed. Well maybe not exacly like their supposed to.

The roads, runways and background dirt patch all blew up from the attack on a AA gun near the runway (I guess a stray bullet) This happened on two fields. Now I know I can go into each field and make the object hardness much greater but wouldn't that have already been set in the shape group?!?

Was neat though watchen all the pieces fly up all over the place.

=WW=

Offline pokie

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« Reply #10 on: November 03, 2001, 06:39:00 PM »
WW

What group objects did you use.

How about emailing me just the xxxxx.oba file
which would be in your C:\Program Files\HTC\aheditor\terrains\xxxxx folder.

xxxxx being the name of your terrain.

I'll have a look at it.

tscott@accesswave.ca

Pokie

Offline WW

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« Reply #11 on: November 05, 2001, 06:52:00 AM »
Pokie,
I've figured out what is going on.
I fond that the exploding roads and background land was only occuring with 3 of the many shape groups I created. So I picked one to examine in Detail.

AFFWD-1 has a brown dirt background on which everything sits and this background is of type VOID rather then of type Runway like many of the others. If you would like to see this for yourself, create the AFFwd-1 and check out the last object in the list F???VOD1. You'll find it's the brown background. Soon as I changed this to type Runway, it stopped blowing up. Also of note on this same shape group are the spitfire's parked on the ground that have been assigned to type Fighter Hanger. This means that machine guns and cannons don't seem to have any effect on them.

Soon as I figure out the exact objects and shape type names of the other two that are show these same symptoms, I'll pass it on to you.

=WW=

[ 11-05-2001: Message edited by: WW ]

[ 11-05-2001: Message edited by: WW ]

Offline WW

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« Reply #12 on: November 05, 2001, 07:39:00 AM »
Shape Objects AFLrg-1 and AFMed-1 both contain runways imagery that are of object type Void.

=WW=

Offline shaunmcl

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« Reply #13 on: November 13, 2001, 06:35:00 PM »
Thnx pokie for the advice but the problem is the fact that the editor doesnt run in the first place i cant get it going it wont open up if someone could tell me the properties the ,font,memory,mics, that stuff maybe that would be off help to me.or step by step instructions

Offline pokie

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« Reply #14 on: November 13, 2001, 07:11:00 PM »
Hello ShaunMcL

First thing is what version of the editor are you trying to use.

P.S Also you should start a new post, that may be more helpful to you for answers.

Pokie