Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: NUTTZ on December 21, 2001, 02:39:00 AM
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A rough Raw bridge,, It works, I have alot of things to add, But heres a preveiw. Even sections can be destroyed :) I'll be adding the rails and tension bars .
(http://www.Graphixone.net/images/ahss53.jpg)
(http://www.Graphixone.net/images/ahss84.jpg)
(http://www.Graphixone.net/images/ahss65.jpg)
(http://www.Graphixone.net/images/ahss77.jpg)
(http://www.Graphixone.net/images/ahss85.jpg)
NUTTZ
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That is superb......
do you have to build it from scratch for each crossing or can you just add it as a group?
Have you tried running a road across it?
What is the land/bridge interface like at the ends?
Tilt
Wishing he knew how to do all this stuff.
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Looking good Nuttz :cool:
Pokie
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How does it impact fps?
HiTech
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I'll have to check that out in a H2h, off line there was no studder. It's 170 foot high and connect to 2 land tiles with 1 water tile seperating them. The problem with the roads, Once your under them they are invisable if you look up, so i used the VH mesh with the Rearm pads. This is the very first time i tried to play in this portion of the TE. I didn't know about the items could be set to terrain or independent in their hight, ( thats where i went wrong with the towers). ( I made a group with ( pipeL) i'll use for the railings, I can add Train tracks on one side. and that quarter circle thingy for the tenstion on the towers.
LOL, Only problem is..... GV's crossing constantly get the 30 second rearm message :(
NUTTZ
Originally posted by hitech:
How does it impact fps?
HiTech
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yes Tilt it DOES work. it's connected on each end by land. Yes you have to build it by scratch and i'm not done. I just wanted to show people It CAN work. Then you can save it as a group to place.
NUTTZ
Originally posted by Tilt:
That is superb......
do you have to build it from scratch for each crossing or can you just add it as a group?
Have you tried running a road across it?
What is the land/bridge interface like at the ends?
Tilt
Wishing he knew how to do all this stuff.
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cool, tell me when your going to show this on h2h plz,i want to see them!!
btw, there are shapes called road#, you could use those
ps, HT, can we have a group edit function, as at the mo you have to change, say the height, of each individual object to do it
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BenDoaver, realy no need for that function.
When we have to do that we either edit the file by hand. Or just place the group, change what is needed, then resave it.
Only group feature i want to add at some point is the abilty to add a group into the terrain and keep it as a group, so when you go back and change it. all current uses in the terrain would also change.
HiTech
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Very cool Nuttz!
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The roads are invisible if your under the bridge and look up, so i opted for the rearm mesh ( whick is also invisible underneath. But the VH mesh is not so i trimmed it in that. Also i used the rearm mesh cause i want to put that across a river over that batges to simulate the Army engineers way of building a quick bridge across rivers.
This is my first attempt at using the objects, I thought it was time i moved on to complete my knowledge with the TE. I can tile them well but lack in this part. It's not really that hard, and the next few days I'll have the map completed and posted.
BTW the tiles are Freakin Awsome, I posted a few pics of the cliffs last week.
The Pizza objects are pretty kewl and I completely understand the 'FUN" you need to be creative, BUT, I would like HTC to makethe TE objects like "Lake" "pizza" "beer" be interchangable with a few different objects that are useful to some of us "serious" people making maps.
The C-47 can carry supplies,, the Objects in the TE can be grouped. That leaves me to believe we can use lets say 3 C-47's to drop within a 1/2 mile radiuos and within 2 mintues to drop lets say the 3 sections ( or supplies earmarked for a bridge or forward dirt airfeild ) so playerts can randomly buils a few bridges and forward airfeilds to enhance the ralism of gameplay :)
Just my 2 cents....
NUTTZ
P.S. Merry Christmas Hitech, Pyro, Natedog, Yankee, Ronnie, and Skuzzy.
Originally posted by BenDover:
cool, tell me when your going to show this on h2h plz,i want to see them!!
btw, there are shapes called road#, you could use those
ps, HT, can we have a group edit function, as at the mo you have to change, say the height, of each individual object to do it
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Originally posted by NUTTZ:
The problem with the roads, Once your under them they are invisable if you look up, so i used the VH mesh with the Rearm pads.
NUTTZ
I have the solution for this problem Nuttz, you see them in the next 2 files.
Pokie
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Originally posted by hitech:
BenDoaver, realy no need for that function.
When we have to do that we either edit the file by hand. Or just place the group, change what is needed, then resave it.
Only group feature i want to add at some point is the abilty to add a group into the terrain and keep it as a group, so when you go back and change it. all current uses in the terrain would also change.
HiTech
i think you've misunderstood me, i'm on about a group of objects, not shape groups
oops, just saw the 'change all' button, is that new?
can you add the option to change the alt of all selected objects to that menu?
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Originally posted by pokie:
I have the solution for this problem Nuttz, you see them in the next 2 files.
Pokie
wot files?
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Originally posted by BenDover:
wot files?
Will be putting them here soon.
Pokie
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Forgive me but what basic thing am I doing wrong here...........
I have tried it with rearm mesh, and with taxi start point, collide on, collide off (well that was dumb) With the describer as VOID, or Runway, or rearm mesh.
I make this bridge at 100 feet above my river which is zero'd and stretch it to land either side also at 100 feet.(@ half a tile from the "bank")
Yet when I try it with a vehicle I drive OK on the flat and then hit the road as the ground falls away underneath. (Unless collide is off in which case a just drive down thru it!)
I have even converted clutter to water in the bridge area .
Viewing the terrain objects closely there can be a gap generated as the terrain dips away. However overlaying another object (at least visually) eliminates this.
So its clear I am doing some thing wrong.
All help greatfully recieved..............
Tilt
Wishing there was a basic girder bridge object 2.2 tiles long
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Merry Christmas Tilt
Just got home.
I've sort of been trying to put a file together to help with some of the problems that you can get while making a bridge over water.
For now! why don't you (if you can) post a snap shot here, of your Bridge in the Editor looking down (Top View), make sure you have the grid lines turned on.
If you can't Post the snap shot here you then could email the snap shot to me at tscott@accesswave.ca
Or
Another way is just email me your .OBA file for the terrain.
This would be the best way.
Pokie
Just something to help
(http://accesswave.ca/~tscott/AH-stuff/Bridge.JPG)
Areas in white are still part of the Ground texture and can still be traveled on. Once you pass out of this area, towards the Water texture, then you will either stop or die.
Some tiles, like the strtaxi, will only let you travel on them when they are over the Ground texture. Once they pass into the Water texture area then you will either stop or die when you travel on them and reach the Water section.
Here are the 3 water tiles I used to temporarily replace terr0018, terr0019 and terr0020 so you can see were the danger areas are.
http://accesswave.ca/~tscott/AH-stuff/W18-19-20.zip (http://accesswave.ca/~tscott/AH-stuff/W18-19-20.zip)
Pokie
[ 12-25-2001: Message edited by: pokie ]
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Originally posted by pokie:
Merry Christmas Tilt
[ 12-25-2001: Message edited by: pokie ]
Thx pokie ......... I have just sent you a couple of mails which will I hope explain or identify my areas of ignorance.
It seems that horizontal bridge construction across a river between two co - alt land tiles is frought with hazards. (yet this is how bridges generally are)
What I now have a wish for is an object which is a basic box type girder bridge which is 2640 x 120 x 120.
4 of these will get me across a river between the mid points of adjacent tiles. To construct a similar looking arrangement would take about 100 .OBA lines using current objects.
Tilt
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Got them and just getting ready to check them out.
Pokie
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Nuttz,Pokie,you guys kick ass,i can't wait :),Salute
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steely, am i ever going to see you in h2h again?
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Originally posted by Steely07:
Nuttz,Pokie,you guys kick ass,i can't wait :),Salute
I can't take any credit here, this is Nuttzs brain child, hes done all the work.
Pokie
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hey, i started the bridge idea
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The Bridge concept been around since the Terrain Editor has been available BenDover.
Only since, I believe the release of AcesHight game version 1.05 with the carrier did it get closer for building it.
http://www.hitechcreations.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=55&t=000135 (http://www.hitechcreations.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=55&t=000135)
Pokie
[ 12-26-2001: Message edited by: pokie ]
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Thx to Pokie for the data......
I have a handle on most of it now......... but still have one or two transitional gliches to fathom...
(http://www.btinternet.com/~fulltilt/bridges.jpg)
The above shows two bridges.....
Both are based on the RUNWAY object with inverted pylons at the high level intercise. (inverted Pylons realy help locate you directly above stuff on the editor)
On the left is a two tile bridge..its the easest to build (with double pylons it has only 8 lines on the .oba (included inverted run way sections so you can view from below)
Like the other bridge it has a 6" curb to get on and is 100'-6" at its highest.
On the right is a 3 tile bridge also using RUNWAY. I have had some real problems with this and am still unhappy. Basically I can make one sloping side and the horizontal easily however transision with the second slope is problematical.
PT boats pass under both with ease.
Use of the .oba is essential to get the co-ordinates exact to give good transisions.
I also found that writing stuff in on the .oba (creating) meddled with its properties. I got better results creating stuff in the editor then modifying its, "hardness", position and orientation in the .oba. (I made the inverted runway objects "non collide" incase they had depth)
Raising the whole thing 6" off the ground seemed to be important.
I have used hanger nets to guide the vehicles onto the bridge.
Thx for all the help so far...........
Tilt
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Very nice work Tilt,can't wait to see em :)..live that is
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I want to use Tilt's bridges because Nuttz's bridges are obviously toll bridges! ;) J/K. They look great. Although, I would be worried about my FPS around Nuttz's bridge.
Have you guys tried combining your techniques to make a 'draw bridge'? i.e., Use a runway section for each end then either use the re-arm pads all the way across the middle or use runway in the middle with a hot rearm pad between each end and the inclines at each end to act as the 'gated' sections?
Great work so far guys!
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Originally posted by Sundog:
Have you guys tried combining your techniques to make a 'draw bridge'? i.e., Use a runway section for each end then either use the re-arm pads all the way across the middle or use runway in the middle with a hot rearm pad between each end and the inclines at each end to act as the 'gated' sections?
Great work so far guys!
From what I have learned objects cannot cross grid lines with all their properties intact(on either side). They are sensitive to ground slopes below them and even in adjacent grids on occasion.
So the runway object is stuck between grid lines. It is the same length as a grid so there is no space for other stuff unless it fills all of another grid. Having then gone to a 3 tile bridge you can orientate pylons etc to make a "look alike" tower effect in the centre.
Some one has once upon a time created these objects.
My wish would be to add a few more. one would be an object 2640 ft long that looks like a box girder bridge. (vehicles drive through it but bullets bounce off the girders and pass through the gaps)
The other object would be a simple round grey cylinder about 100 ft high and say 20 feet in diameter. We would use these to construct supporting towers.
Tilt
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Rgr on the objects not crossing the grid line. Are you saying that even with a sloped taxiway, that if you placed a hot re-arm pad at the end of it (Level, instead of sloped) the overall distance exceeds the one mile length of the grid those two objects would be placed in? Or are you saying the entire bridge must fit within one grid? I was thinking of having the 'line' where the two hot re-arm pads meet the 'center' section be the edge grid lines with the mile long span between.
Also, according to HiTechs reply, you will be able to add the bridge types you are seeking in the future, once they complete the object creation editor. :)
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wot object creator,and when did he say it??
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Bendover, HT mentioned in a thread about players making plane models for AH that this was out of the question but that he was considering players importing objects into AH editor.
Broes
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Originally posted by Sundog:
Rgr on the objects not crossing the grid line. Are you saying that even with a sloped taxiway, Also, according to HiTechs reply, you will be able to add the bridge types you are seeking in the future, once they complete the object creation editor. :)
yes the runway object always fills an entire grid tile.
So bridges have to be two or three or more tiles long when using the runway object. The intersections have to be perfectly positioned at the grid lines. (thats why a two tile bridge is easier...........only one grid intersection)
I have put hangers next to the start of the bridge to help guide vehicles onto it in a straight line we could place a rearm pad any where on the bridge we wanted. (even two with one turned to look like a pair of sentry posts)
I look forward to the editor. I believe a one object bridge could be designed to fit within one tile. It would cant at 35/40 degrees to lessen the up slope angle.
Tilt
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I applaud all your efforts, guys. I have one suggestion for Nuttz re-arm pad bridge. Rotate every other re-arm pad 180 degrees about it's Z (i.e. vertical) axis. This would be better looking visually, as there would then be a row of re-arm shacks on both sides of the bridge, but with twice the spacing beteen them. This would give the bridge a more symetrical look to it. Can't wait to see these in a terrain.
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The frame rates dropped by 1/3 so i redid the bridge using WAY less objects and it acually looks way better. The one i posted was just the first, I was going to post the pics last night of the latest bridge, but decided to tease yas alittle more.
The new bridge can be destroyed in 4 spots so you CAN stop GV's from crossing. Or you CAn hold and protect the bridge. It can be used great for senerios to either Destroy or protect. I have manable ack at either end so fighting across the bridge will be pretty cool. I saved it as a group so i can place them threw out the map, across hills,valleys,rivers etc. I'll post a few pics tonight once i get home and clean up a few things. Setting them as a group, you also have the option to set the bridge to a country.
the final bridge is 1k high and looks pretty kewl crossing with little Frame rate hits.
I have a few things to add to made it "look" better.....
See ya's tonight.
NUTTZ
Originally posted by Sabre:
I applaud all your efforts, guys. I have one suggestion for Nuttz re-arm pad bridge. Rotate every other re-arm pad 180 degrees about it's Z (i.e. vertical) axis. This would be better looking visually, as there would then be a row of re-arm shacks on both sides of the bridge, but with twice the spacing beteen them. This would give the bridge a more symetrical look to it. Can't wait to see these in a terrain.
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OOOOh ooooh i can't wait,think i'll sit n press f5 for a while lol :)
<S> Nuttz and all the bridgebuilders :)
Steely
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well at least you cant run out of ammo crossing this bridge . :D
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Sundog is right,those are definately toll bridge's! But are they $5 or $10 toll's at each shack? :rolleyes: (I don't have that kind of money for that) But there looking good though,keep it up. I can't wait to see them up close and personal. (with half of the bridge's missing) :D
AH Pilot & Host of "Squirral's War & Desctruction",
Squirral
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Hey NUTTZ, email me please. pcok@sbcglobal.net