Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: Wayne22 on January 28, 2007, 09:58:20 AM

Title: Tile properties trouble
Post by: Wayne22 on January 28, 2007, 09:58:20 AM
I am building a terrain with all custom feilds for fun and I'm having an issue.
I have already built two feilds and they've come out just fine. I'm trying to do a rs road out from one field to a port I'm going to build. I have set the tile properties to "Is square tile object" and "Set terrain under tile". In TE when I open it the cell overlay will disappear as it should, in the game I get stuff sticking through it. Anybody have any advice or a possible solution? I thank you guys in advance. Am I able to post screen shots and if so how?
It might make it easier to see what I'm talking about.

http://new.photos.yahoo.com/kwsappjr
Title: Tile properties trouble
Post by: Easyscor on January 28, 2007, 02:04:41 PM
First, download and install the most recent (new for you) TE/OE.

Set "Is Square Tile Object" and "Display Terrain Under Tile", leave the rest unchecked.
Title: Tile properties trouble
Post by: Wayne22 on January 28, 2007, 08:30:10 PM
Yes I've done that, properties are definitely set correctly. Even when I open my terrain in TE all the cell overlay on that specific tile disappears like it is supposed to. I copy it to game and the stuff comes back in the game. My other two custom airfields don't have this problem. Could it be a minimum object requirement in OE, I just don't get it. If you look at the screenshots you will see the airfield layed on a forrest terrain where nothing is sticking up. Now the rs road in the square below it with the grass terrain is a seperate object I just lined the rs roads in OE with the grid snaps. That's the one that's the problem.
Title: Re: Tile properties trouble
Post by: Dux on January 28, 2007, 08:34:26 PM
Quote
Originally posted by Wayne22
... in the game I get stuff sticking through it...
... I copy it to game and the stuff comes back...  


Okay, define "stuff".
Title: Tile properties trouble
Post by: Wayne22 on January 28, 2007, 08:37:02 PM
Grass HIlls Trees
Title: Tile properties trouble
Post by: NHawk on January 29, 2007, 07:11:44 AM
I'm no expert on the OE, but I do know that even the standard resupply (convoy) roads have trees, hills etc that pop up over the road. They are never 100% clear. (And it took me a while to figure out what a "rs" road was :) )
Title: Tile properties trouble
Post by: Denholm on January 29, 2007, 08:18:33 AM
Wayne, if you haven't filled in your entire "tile" region in the OE with either a tile bottom that covers the entire "tile" region, or custom objects that leave no space for anything else, there are sure to be trees, shrubs, bushes, and hills that appear on your terrain.
Title: Tile properties trouble
Post by: Easyscor on January 29, 2007, 04:22:31 PM
Quote
Originally posted by Wayne22
Yes I've done that, properties are definitely set correctly. Even when I open my terrain in TE all the cell overlay on that specific tile disappears like it is supposed to. I copy it to game and the stuff comes back in the game. My other two custom airfields don't have this problem. Could it be a minimum object requirement in OE, I just don't get it. If you look at the screenshots you will see the airfield layed on a forrest terrain where nothing is sticking up. Now the rs road in the square below it with the grass terrain is a seperate object I just lined the rs roads in OE with the grid snaps. That's the one that's the problem.
I don't recall ever trying only one object.  Normally when you check those two boxes, none of the ground clutter comes through and I'm not sure you want a barren tile. Scatter some trees around the tile and see if that fixes it, small hills are available too if you edit the shpfilter file.
Title: Tile properties trouble
Post by: Wayne22 on January 29, 2007, 04:44:38 PM
Thanx guys I'll give that a shot. I wanted to add trees and stuff anyway for a more natural look. I was just putting my tile in the game to make sure the rs roads did line up properly before I continued with detailing it, and that's when I came across this issue. So I will go ahead and landscape it and see what happens. I'll keep you guys posted and thanx once again.
Title: Tile properties trouble
Post by: Wayne22 on January 29, 2007, 07:43:24 PM
Well, still doesn't work, my rs road still has grass and massive hills penetrating it. I added more objects such as trees and hills.
Is a tile object able to be layed right next to another?
Title: Tile properties trouble
Post by: Wayne22 on January 29, 2007, 08:27:48 PM
Quote
Originally posted by Denholm
Wayne, if you haven't filled in your entire "tile" region in the OE with either a tile bottom that covers the entire "tile" region, or custom objects that leave no space for anything else, there are sure to be trees, shrubs, bushes, and hills that appear on your terrain.


On my airfields that I have built the entire tile has not been filled by objects and still the entire tile in TE and in game has been wipped clean of any hills trees and grass other than the ones I add. Why it is acting different for this tile I can't figure out. It wouldn't be so bad if the huge hills and grass weren't right in my rs road. That's not very pretty   lol.The odd part about it is that it works in TE and looks right but not in the game.
Title: Tile properties trouble
Post by: Denholm on January 30, 2007, 09:29:28 AM
Try this, in the OE, place the shape "lafld0g" as the bottom object (Indexed Order: 0 ) Once you have it aligned so that the red square lines that are just on the outside of the object replace the white border lines of the tile's edge you should be able to continue. This object should prevent any trees from popping into your tile when you place it.
Title: Tile properties trouble
Post by: Easyscor on January 30, 2007, 01:23:38 PM
At this point I'd make a copy of one of the two .til files you have working and rename it.  Then delete all the objects and add an rs object, build it and see if the new .shp file will work.

It's pretty elementary but sometimes I forget to move the latest .shp file to the texsrc folder, and it can leave you wondering what went wrong.
Title: Tile properties trouble
Post by: Wayne22 on January 30, 2007, 04:17:32 PM
Well guys niether of those suggestions worked out for me, but I do appreciate you guys thinking on it.
Title: Tile properties trouble
Post by: Denholm on January 31, 2007, 08:26:07 AM
That's odd, which version of the OE are you using?

While in the OE, go to Help>About. It should tell you in there which version you have.
Title: Tile properties trouble
Post by: Wayne22 on January 31, 2007, 04:03:59 PM
2.09 Patch 4

 I'm going to try saving my folders somewhere and uninstalling the content editors and reinstalling.I can't think of anything that it could be and I believe I've tried everything else. It seems to me that the problem occurs when I hit build in TE and I transfer the file and use it in the game. Some how  that step gets messed up, because in TE when I open my Terrain file the cell overlay does disappear properly. How and why it won't transfer those properties correctly to the game is beyond me. I am very thankful for you guys taking the time to try and help.
Title: Tile properties trouble
Post by: Wayne22 on January 31, 2007, 05:39:22 PM
Not even the reinstall worked.
 
I wish I knew if there are certain requirements in OE such as object minimum or maybe it has to have so many buildings.
Title: Tile properties trouble
Post by: Denholm on February 01, 2007, 09:34:41 AM
I know you're propably using the right settings and all for making this, yet are you sure only "Is square tile object" and "Display Terrain Under Tile" is selected?

That's the only two options that need to be selected as the tile's properties. Otherwise you could have some complications.
Title: Tile properties trouble
Post by: Raptor on February 01, 2007, 11:35:56 AM
Did you check to see if the tile was flat? Sometimes if you place two adjacent 1-mile groups next to each other it will mess up the other group's terrain so it is no longer flat.
Title: Tile properties trouble
Post by: Wayne22 on February 01, 2007, 04:19:07 PM
Raptor I tried your suggestion of making sure the terrain was flat and it was. Still not working.

I took a custom airfield I knew worked renamed it and put in the tile I wanted to my my rs road tile. It worked just fine. Then I went back in to OE deleted all objects moved the file in to texsrc folder, opened TE built it, put it in the game and the cell overlay was back. I think there must be some sort of requirement for a tile to work properly in the game what that requirement is I don't know. Could it be building requirements, barracks, ammo bunkers, or just a minimum object load out? If I knew this I would continue with the tile building a custom town. I just don't want to spend the time and effort to be disappointed, I can't afford a new monitor   lol.
Title: Tile properties trouble
Post by: Raptor on February 01, 2007, 04:29:42 PM
do you have a flat, 2d object defined as clutter at the bottom of your group? if you use a 1-mile clutter object it should remove any trees/shrubs.
Title: Tile properties trouble
Post by: Denholm on February 01, 2007, 05:42:23 PM
I told him to use "lafld0g", it didn't work he said.
Title: Tile properties trouble
Post by: Wayne22 on February 01, 2007, 06:40:40 PM
Yes sir Raptor like Denholm said that didn't work either.
I just tried it again and no good.
Title: Tile properties trouble
Post by: Wayne22 on February 01, 2007, 06:43:04 PM
Have any of u guys tried doing this ever and have it work?
Title: Tile properties trouble
Post by: Wayne22 on February 01, 2007, 07:29:52 PM
Hehehehehe    

Well I added some of those city tiles in OE to my road tile and it worked.
All cell overlay was wiped clean. There isn't any need for the large field ground the hole tile was still wiped. So now i feel safe enough to build a custom town and confident it will work. Whether it was the buildings or just amount of objects I still don't know.

Thanks guys. I will continue to check this forum incase you guys find out more detailed information about this.
Title: Tile properties trouble
Post by: Denholm on February 02, 2007, 09:55:09 AM
Well, glad you got it to work, haven't heard of this occuring though. Although I have had a problem when I placed a single object on the tile, then tested to see if it would appear in the TE, it didn't. So obviouslly, 5 objects or less on a 1-mile tile will cause bugs.
Title: Tile properties trouble
Post by: Wayne22 on February 02, 2007, 03:54:39 PM
Rgr that Denholm.

When I first built the rsroad to go out to my port I had several 1000 foot rs's a bridge over the town ground clutter where the lake sat and some grass. That is when I first did my test and noticed it didn't work in the game. After that I tried the hills and trees in OE and it still didn't work. So I'm guessing it might be a certain number of variations in objects or buildings but I have not pinpointed the solution to the problem. I'm just glad it works.


  to all that took the time to help me.