Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Waffle on February 08, 2005, 01:23:18 AM
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Ok - got the stuff in the OE figured out...
Added tags to 3d parts of the feild -
DistMax=528000, as well as PolyIDs for Dirt, runway parts.
I had to add Zbias to the parts to get them to draw correctly in the Object editor.
heres pic from Object editor
(http://www.dangreve.com/airfeild/OE.jpg)
Now when I place that created object tile into TE this is what I get:
(http://www.dangreve.com/airfeild/TE.jpg)
I've tried building several variations of this tile - one with just the "Display terrain under tile" and one with out that checked.
I still get the same results.
Any Ideas?
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Click "Tile Properties" and put cross to:
Is Square Tile Object
Display Terrain Under Tile
After it the landscape is not "coming thru" ;)
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What do the DistMax and PolyID attributes do?
Tex
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I've tried building it with tile properties set up different ways including the "proper" way -
staill a no go.
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There may be something else going on with the tile – the taxiways are ending up on top of the runways.
Have you tried changing Indexed Order? Also open the *.til file in a text editor and check the object elevations.
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I think it has to do with the flags and heiracrhy of objects in my 3d models..
back to that...grrr....lol
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Waffle, Z-buffer settings would cause that... have you checked into it?
I assume your terrain under the field is perfectly flat and you're not straddling any gridlines...?
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i'm still fiddling with some stuff -
I started the z-buffer bias on the model at 0, maybe start at 1?
If I place a stock feild or even one I created in the object editor - using "stock" objects -it lays flat over the terrain - which leads me to believe its somewhere in the model settings on my tile that is causing the issues.
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Waffle Export one of our grounds and runways, Set your bias the same as them.
But I am seeing more what look small like terrain hills from your screen shot. That would be from the Tile Properties, IS square shape.
Also if ground is one object, and runways another when you put them into the tile, you should first have the ground, then the runway. There is also a button to change there order int the object editor.
HiTech
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Cc - I did that -
Had tile properties set to "is square terrain"
The index order of the object is set "grass=0, those small black roads=1, the fighter pads=2, runways were at 3,4,5 (used stock runways trying to elimnate problems)
as far as Zbias - there were no instances of that in the stock models. I added those to get the objects to lay correctly coplaner - which worked in the Object - not terrain editor.
Right now, I'm just changing out some textures of the stock models and seeing what I come up with. Trying to trouble shoot myself....
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Our ground and runways both have bias set to 16, 16 is a special case that turns zbuffer off.
HiTech
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Thanks - will give that a wing here in abit
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ok - went to the models and changed zbias to 16 in all of those.
Looks fine in the Object editor.
the grass is indexed at 0 , small roads at 1, fighter pads are 3 and runways are at 4,5, and 6.
Built with "is square terrain object" checked.
Place in TE - same thing as before.
The terrain Im placing it on is flat and uses grass.
The stock feilds "override" the terrain and lay a flat feild over the terrain...
I must be missing something...
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Can you send me the source stuff? I.E. .til and .ac stuff.
HiTech
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Wish I would've seen this a few minutes ago...lol
I sent most of the stuff to oblivion and am starting from scatch..
well didn't delete the models, but the Ah terrain editor, and then did a fresh install..
All this came about from trying to use the settings from "lafld0g" with a differnt texture, in combination with stock runway and tower, to try to find out where the trouble was.
When I went to build the file...i got this error:
"Out of Range X -2641.8 in RWY0"
I'm starting over one step at a time..Just going to try to add a different texture to the ground underneath a simple airfeild with a runway and a tower.
Just had to clear my workspace :)
I'll wing an email at the first sign of it doing the same thing...
dale@hitechcreations is correct?
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That error just meens you have somthing sticking over the 1 mile square.
HiTech
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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 (http://www.dangreve.com/source.zip)
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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?
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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.
HiTech
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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
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Ill check the UV maping on the import.
HiTech
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I thought that the whole model gets mirrored in X direction, not only the textures...
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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?
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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.
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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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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!
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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? :)
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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.
HiTech
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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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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 :)