Author Topic: Is the Tarmac only landing place...  (Read 395 times)

Offline kanttori

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Is the Tarmac only landing place...
« on: February 07, 2005, 11:49:47 AM »
... when you want a "Landed succesfully" message?

I am going to built a grass airfield, but message is always "Ditched" even if I have defined for ex. the "lafld0g" shape as "runaway". I have also tried to place different invisible "runaway" objects under those fields. It is not working as it worked with AH Classic...  :confused:
« Last Edit: February 07, 2005, 11:52:31 AM by kanttori »
Lentorykmentti 3 - Finnish Aces High Virtual Flight Regiment

Offline hitech

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Is the Tarmac only landing place...
« Reply #1 on: February 07, 2005, 12:16:55 PM »
Just realized I forgot to ship this file with the editor.

The text file


Creating Shapes in ac3d

The Aces High Object Creator Uses a specific hierarchy to build master shapes.

As follows:
===========
World
   Group "Model"
      Group "Objects"
         Group"STR0"
            Object "WHATEVER"   /* this can be a living
                        shape */
            Object "WHATEVER2"   /* if there is a dead shape,
                        it would be this object
                        with the DEAD flag set */
         Object "STR1"
         Object "STR2"
         .
         .
         .
      Group "Ground"
          Object "anything"
          Object "anything"
          Object "anything"
          .
          .
          .
          .


To create this hierarchy in ac3d it is easiest to just create all the end point objects and the group them together when you have finished.

The various object types available to you are as follows:

VOD   This shape is static with no special meaning or game functionality
TWR   Every field must have a tower.  This is a tower type.
RWY   Runways.
HGR   Hangar.
ARM   Rearm Pads.
GNG   Auto Gun.
RDR   Radar.
BMB   Bombable.
FTE   Fighter Entry Point.
MPR   Map Room.
OFC   Officer Club.
AMB   Ammo bunker.
FUB   Fuel Bunker.
BAB   Barracks.
CIT   City.
HQT   Headquarters.
AMF   Ammo Factory.
FUF   Fuel Factory.
RDF   Radar Factory.
AAF   AAA Factory.
BAF   Grunt Training Facility.
BME   Bomber Entry Point.
VHE   Vehicle Entry Point.
FTH   Fighter Hangar.
BMH   Bomber Hangar.
VHH   Vehicle Hangar.
SHP   Ship.
BTE   Boat Entry Point.
BAT   Gun Battery.
TRN   Train.
CNV   Road Convoy.
BAR   River Barge.
STA   Station.
TWN   Town.
BRR   Barrier.
STR   Structure.
GMS   Group Master.
BAS   Soft Gun Battery.
BAA   Armored Gun Battery.
GNH   Hard Auto Gun.
GNA   Armored Auto Gun.
BAH   Hard Gun Battery.

In our example we used "STR", which is a structure.  The benefit of defining your objects in this manner allows you to redefine them in the Object Editor as they have no attributes associated with them.
You must always add a number immediately after the object type and this number must be unique within that type.
For example, if you have 4 "STR" types and 2 "BRR" types, they would be named as follows:  STR1, STR2, STR3, STR4, BRR1, BRR2 and so on.


Materials.
==========
Aces High Has a fixed material list that can be used and imported into ac3d. Just merge the file "material.ac" into your shape from the ac3d file menu.

The Aces High materials will show up as materials with a value of 17 and greater. Any materials other than the imported ones will be ignored.


Flags.
======

MinDist=10
MaxDist=100
------------
The MinDist and MaxDist values control the range at which you can see an object.
As an example, if you set the MinDist value to 10, then the object would disappear from view if you get within 10 feet of the object, in the game.
When the MaxDist is set to 100, the object will remain in view until it is more than 100 feet away, in the game.
If you have a large or complex object, you may want to create simpler versions of those object that can be used as the player gets farther away.  To do this, you would have the high detailed model show up, say between 10 and 100 feet, then to have the game switch to the next lower detail model, you would set the MinDist to 100 and the MaxDist to 1000, for example.
This would cause the game to drop the high detailed model from view at 100 feet and switch to another lower detailed model from 100 to 1000 feet.


StencilAlpha=1
---------------

Terrain=1
----------
This tells the Object Editor that this is a terrain shape.  Terrain shapes are special shapes which get included with a terrain and are not standalone objects.
For example, if you wanted to add a small berm or hill to a terrain, you would use design the shape, then tag it with this flag.


DoNotSmallCull=1
-----------------
Culling is a process which allows a game engine to ignore drawing things which do not need to be drawn.  Such as objects you cannot see from your view in the game.
This flag controls whether or not an object should be culled down to its basic shape.  If set to "1", the object is treated as a unit during culling and if it is set to "0", it it is broken down to smaller elements of the object for culling.
Obviously this can have performance impacts.
As an extreme example, you would not want to cull a simply box, but you might want to small cull a 1000 foot long building.


PolyID=20001
-------------
Runway            20001
Rearm Pad         20002
Crater            20003
Road            20004
Dirt            20005
Water            20006
Tree            20007
Bush            20008
Wall            20009
Model            20010
Train Track         20011

Dead=0
-------


NoCollide=1
------------
This flag tells Aces High is an object can be collided with or not.  For example, a shape type of "Bush" would have this flag set to "1", so the "Bush" can be run over without causing damage or stopping a moving object.
While a "Tree" shape type would have this flag set to "0", to tell Aces High the shape can be collided with.


ZBias=0
--------
When you have two co-planar polys, the video card needs to know the order they should be drawn in.  ZBias sets this order.  The higher numbered poly will be drawn last.


Hidden=0
---------

This defines whether a poly is hidden or not.  0=it is not hidden, 1=it is hidden

Offline soda72

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Is the Tarmac only landing place...
« Reply #2 on: February 07, 2005, 12:19:34 PM »
Thanks

Offline BlauK

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Is the Tarmac only landing place...
« Reply #3 on: February 07, 2005, 12:57:58 PM »
Where are all these definitions used? In ac3d or while editing some txt file?

Could someone still elaborate on LODs? Any general rules for amount of polygons and distance?

Are LODs just named with a different number in the end, something like mentioned in that txt file above?


  BlauKreuz - Lentolaivue 34      


Offline hitech

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Is the Tarmac only landing place...
« Reply #4 on: February 07, 2005, 01:07:06 PM »
Comments in the objects.

HiTech

Offline BlauK

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Is the Tarmac only landing place...
« Reply #5 on: February 12, 2005, 06:44:04 AM »
Quote
Originally posted by hitech
Just realized I forgot to ship this file with the editor.

..... snip ......

Materials.
==========
Aces High Has a fixed material list that can be used and imported into ac3d. Just merge the file "material.ac" into your shape from the ac3d file menu.





Sorry for another dumb question... but where can I find this material.ac file???

I tried looking for it, but obviously from wrong places :(


  BlauKreuz - Lentolaivue 34