Author Topic: Duh, custom bases  (Read 544 times)

Offline BlauK

  • Platinum Member
  • ******
  • Posts: 5091
      • http://www.virtualpilots.fi/LLv34/
Duh, custom bases
« on: August 02, 2006, 11:49:23 AM »
Quote
Originally posted by duh
Blauk if we can't convert polyid tags how did you make costum runways in karelia?


By placing runway objects under the textured ground object (the mile by mile square) in OE.
Optionally the whole ground object can be defined as runway, but maybe there were some problems. Also we did not want to award "landed" from the whole mile square.


  BlauKreuz - Lentolaivue 34      


Offline croduh

  • Gold Member
  • *****
  • Posts: 2509
Duh, custom bases
« Reply #1 on: August 02, 2006, 12:08:53 PM »
How did you make it appear that ground is on top of the runway. By actually moving up the ground object?

And i tried setting object to be defined to runway, no luck.

Thanks

EDIT: when i put the ground object, well , the results are wierd.I'll try with setting the runway texture to "pink color" and then just put a dummy runway over it.
« Last Edit: August 02, 2006, 12:23:55 PM by croduh »

Offline BlauK

  • Platinum Member
  • ******
  • Posts: 5091
      • http://www.virtualpilots.fi/LLv34/
Duh, custom bases
« Reply #2 on: August 02, 2006, 12:31:44 PM »
Quote
Originally posted by duh
How did you make it appear that ground is on top of the runway. By actually moving up the ground object?


The index order tells which of any co-planar objects is on the top and which at the bottom. Index no "0" is the bottom... the object which is placed first.

If you place the runways first (in empty OE view) and then place the textured grpound object on top of it, you cannot see the runways anymore, but they are there and work just like they were on the top.


  BlauKreuz - Lentolaivue 34      


Offline croduh

  • Gold Member
  • *****
  • Posts: 2509
Duh, custom bases
« Reply #3 on: August 02, 2006, 01:08:35 PM »
Ok, thanks alot;)