Author Topic: cheekbones Object  (Read 900 times)

Offline Bullethead

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cheekbones Object
« on: December 31, 2002, 05:33:31 PM »
What's the purpose of the cheekbones object?  It's a big, transparent square nearly 1 mile on a side.  I thought this would be an ideal thing to use for the runway at a grass airfield, instead of having to use VH bases or whatever.  Grass airfields are hard to spot on purpose, you know ;).

Unfortunately, even though I set the cheekbones's type to runway, it does not function as such.  Stopping on it still gives you a ditch.  What's up with that?  And if youc can't use it for a runway, what good is it?

Offline BenDover

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cheekbones Object
« Reply #1 on: January 01, 2003, 11:31:53 PM »
use the vehicle field run way for grass fields

Offline Bullethead

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cheekbones Object
« Reply #2 on: January 02, 2003, 02:33:25 AM »
BenDover said:
Quote
use the vehicle field run way for grass fields


If you mean that thing with the spiderweb of tank tracks that's usually seen around the VH at a field, that's what I've been forced to resort to.  But it's not big enough, so I have to line several of them up, and the spiderwebs don't tile so it looks like crap.  I have tried covering that mess up with an OILDIRT reefer base but unfortunately that is translucent so the VH textures show through it :(

It would be SO nice if the cheekbones would work as a runway.  Then you would just see a regular grass tile.  Then you could really make a covert, unimproved grass field.  Use the GV tower because it's harder to see and for hangars, use revetments covered with the camo nets from a VH.  Scatter a few fuel and ammo drums around under either more cammo netting or GC tree objects.  Then the field icon would show up on the map but would be hard to see from the air.

I've done all that in my attempt at a grass field, but having to use a textured area for the runway ruins the whole effect.  Why won't the cheekbones work as a runway when you set its properties to be a runway?

Offline DOODY

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Re: cheekbones Object
« Reply #3 on: January 02, 2003, 10:34:59 AM »
Quote
Originally posted by Bullethead
What's the purpose of the cheekbones object?  It's a big, transparent square nearly 1 mile on a side.  I thought this would be an ideal thing to use for the runway at a grass airfield, instead of having to use VH bases or whatever.  Grass airfields are hard to spot on purpose, you know ;).

Unfortunately, even though I set the cheekbones's type to runway, it does not function as such.  Stopping on it still gives you a ditch.  What's up with that?  And if youc can't use it for a runway, what good is it?




 can you not just reskin the SNOW object??

Offline Bullethead

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Re: Re: cheekbones Object
« Reply #4 on: January 02, 2003, 01:10:15 PM »
DOODY said:
Quote
can you not just reskin the SNOW object??


Well, that begs the question of whether or not the SNOW object, when told it's a runway, will actually behave as such.  I'll have to check that out.  If SNOW will act like a runway (which I don't expect it to, BTW), then this would be possible.

It seems that the editable object type (to set an object as a runway, hangar, ship, etc.) only goes so far.  The settings only work for some objects and not others.  Apparently there's some behind-the-scenes hardcoding involved here.  If this coding says an object can be a runway, then the runway setting you give it in the editor will work.  But if the object lacks such coding, then your setting it to a runway has no effect.

Which is why I'm kinda going on about this.  If there's hardcoding involved, then only HTC can do anything about it.  So I'm hoping they'll change cheekbones so that a runway setting for it will work, thus allowing much cooler grass fields than we can currently make.

Offline BenDover

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cheekbones Object
« Reply #5 on: January 02, 2003, 02:51:28 PM »
yes, they're hard coded, hitech uses something like a 2d modeler to make the runways, certain areas on the runway will give you a landed message, while others will give a ditched message

Offline pokie

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Re: cheekbones Object
« Reply #6 on: January 02, 2003, 03:41:52 PM »
Quote
Originally posted by Bullethead
What's the purpose of the cheekbones object?  It's a big, transparent square nearly 1 mile on a side.  I thought this would be an ideal thing to use for the runway at a grass airfield, instead of having to use VH bases or whatever.  Grass airfields are hard to spot on purpose, you know ;).

Unfortunately, even though I set the cheekbones's type to runway, it does not function as such.  Stopping on it still gives you a ditch.  What's up with that?  And if youc can't use it for a runway, what good is it?


Not all shapes it the TE are meant to be used by themselves.

I'm not sure what the cheekbones is but it is part of a bigger something.  Click on it and Save Texture, see all the other stuff.

DOODY
Quote
can you not just reskin the SNOW object??


You are on the right track DOODY but the Snowcap won't act as a runway!

I would try the VDepot instead, and reskin it.  You can butt 4 of these together.  
Goto Grid 10.24 / 10.24 and place 4 Vdepots.
Give the 1st Vdepot coordinates of  x = -1180 y = 1180
Give the 2nd Vdepot coordinates of  x = 1180 y = 1180
Give the 3rd Vdepot coordinates of  x = -1180 y = -1180
Give the 4th Vdepot coordinates of  x = 1180 y = -1180

Bullethead
Quote
It seems that the editable object type (to set an object as a runway, hangar, ship, etc.) only goes so far. The settings only work for some objects and not others. Apparently there's some behind-the-scenes hardcoding involved here. If this coding says an object can be a runway, then the runway setting you give it in the editor will work. But if the object lacks such coding, then your setting it to a runway has no effect.


You are right, you just can't place just any shape and expect it to have the characteristics of Object Properties you assign it.
Prime example is Rearm,  the only shape that works is the REARM pad.

BenDover
Quote
yes, they're hard coded, hitech uses something like a 2d modeler to make the runways, certain areas on the runway will give you a landed message, while others will give a ditched message


I believe you are right BenDover.

Pokie

Offline BenDover

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cheekbones Object
« Reply #7 on: January 02, 2003, 04:59:20 PM »
of course i'm right, i do pay attention to what hitech posts on here

Offline Wlfgng

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cheekbones Object
« Reply #8 on: January 02, 2003, 05:06:56 PM »
Quote
I'm not sure what the cheekbones is but it is part of a bigger something.

ROFLMAO !!!!
sorry.. couldn't help it!   :D

Offline BenDover

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cheekbones Object
« Reply #9 on: January 02, 2003, 05:40:47 PM »
Quote
Originally posted by Wlfgng
ROFLMAO !!!!
sorry.. couldn't help it!   :D



lol, pervert

Offline Wlfgng

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cheekbones Object
« Reply #10 on: January 03, 2003, 12:57:13 PM »
you've got to admit it was kinda funny out of context
:D

Offline hitech

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cheekbones Object
« Reply #11 on: January 03, 2003, 01:21:35 PM »
Thers no hard coding involved, in the 3d editor we can tag polygons just like object types can be taged. It's this tag that defines runways & other object types. Been looking for free 3d modeler that has enuf stuff to do object model for the TE but have never seen one.


HiTech

Offline pokie

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cheekbones Object
« Reply #12 on: January 03, 2003, 01:22:43 PM »
Quote
Originally posted by Wlfgng
you've got to admit it was kinda funny out of context
:D


Keep it up Wlfgng :D

Damn what's that command again!

Now I remember.........

.mute Wlfgng

.mute BenDover

:D :D


Pokie

Offline Wlfgng

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cheekbones Object
« Reply #13 on: January 03, 2003, 01:42:08 PM »
:D

Offline Dux

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Re: Re: cheekbones Object
« Reply #14 on: January 03, 2003, 04:07:42 PM »
Quote
Originally posted by pokie
...I would try the VDepot instead, and reskin it...

Pokie


You could reskin it, OR try this:

The VDEPOT shape has a texture and an alpha mask (VDEPOT_a.bmp)... repaint the alpha mask to be completely black. The texture will become invisible, but the shape will still be there.

btw, save it as a greyscale BMP, and not as Indexed color... only works this way for some reason.

Good Luck!
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