Author Topic: Bridges  (Read 507 times)

Offline Batz

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Bridges
« on: February 22, 2003, 09:13:17 AM »
I take these arent funtional; All the gvs seem to hang at the top of the grade just before you transition to the flat at the top.

I did a test terrain and was able to drive across the bridges, I then placed them in the terrain I am working on and they "hang" as described above.

I am able to "drive up" the initial grades but like I said about 10 ft from the top they come to a stop like hitting a wall. They dont die and I am able to roll backwards, then roll forward again until I reach the same point. The custom bridges in Niemen seem to work (except for the tiger).

They are on flat terrain over 1 tile of water.

I have 4 bridges placed using the 1st  2 bridge objects.

Offline pokie

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Re: Bridges
« Reply #1 on: February 22, 2003, 09:34:59 AM »
Quote
Originally posted by Batz
I take these arent funtional; All the gvs seem to hang at the top of the grade just before you transition to the flat at the top.

I did a test terrain and was able to drive across the bridges, I then placed them in the terrain I am working on and they "hang" as described above.

I am able to "drive up" the initial grades but like I said about 10 ft from the top they come to a stop like hitting a wall. They dont die and I am able to roll backwards, then roll forward again until I reach the same point. The custom bridges in Niemen seem to work (except for the tiger).

They are on flat terrain over 1 tile of water.

I have 4 bridges placed using the 1st  2 bridge objects.


These bridges won't support vehicles if they pass over WATER tiles.
At the moment they only work with LAND tiles ( grass, snow, forest, grassyrock and rock )

As Nuttz said here they are just "eye candy for now"

You could lay a ROAD ( set properties as River ) and then place the Bridges over them, but why pass over Rivers using the bridges when you can just drive over the River!!!

NOW!!!! if they made the River with DEATH properties then this would be great.  It also could add strategy to the making of Terrains.

Pokie

Offline Batz

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Bridges
« Reply #2 on: February 22, 2003, 09:53:53 AM »
ok I gotcha, I had a custom ice tile I was using from the farm tile, it worked in my test terrain because it was a land tile. I got rid of the ice tile and went back to water to allow pts.

Thnx pokie I think I can make umm work,

edit oops  

yeah if I use the ice tile then why use the bridge :(


Offline NUTTZ

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Bridges
« Reply #3 on: February 22, 2003, 01:42:47 PM »
Pokie, I made another bridge. Yeah, I know I already have one:)

I redid it using the new objects and have far fewer objects now.
It works, I'm just putting the finishing touches on it.

It spans 1 tile ( 1 mile), is flat ( so no climbing).


NUTTZ

Offline pokie

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Bridges
« Reply #4 on: February 22, 2003, 02:56:57 PM »
Quote
Originally posted by NUTTZ
Pokie, I made another bridge. Yeah, I know I already have one:)

I redid it using the new objects and have far fewer objects now.
It works, I'm just putting the finishing touches on it.

It spans 1 tile ( 1 mile), is flat ( so no climbing).


NUTTZ


Cool!

Since these new Bridge shapes are prefab, I find the Large Bridge ramps too steep, even though you can still drive up them.  Also I can't believe the B-ROAD ( bridge road ) doesn't have the same type of properties as the RUNWAY, this would have eliminated the problems with them passing over WATER.

I had messed around with the Bridges using the RUNWAY ( invisible ) for support but, at the RAMP to the B-ROAD joint was still not as good and their were times you would die.
Now if the B-SLANT ( Ramps ) were not as steep ;) ............ oh well!  I figured any thing done would only be good for H2H.

I can tell you what "I believe" are the dimensions for the Large Bridge!
B-SLANT = 660 ft long ( not the "Hypotenuse" Slope )
B-ROAD = 1980 ft long
B-SLANT and B-ROAD are 120 ft wide
B-ROAD are place 150 ft high off ground level
B-RAIL are placed 160ft high off ground level

I did get a Small Bridge to cross over a small body of water but there is just a small flaw.  You need to be moving at a good clip when you get to the center of the span because there is a very small section that has the resistance of WATER tile affect which could trap your vehicle.  I'll send you an email with it.


P.S  On a different matter, did you get my email about the WATER tile?  I sent it on Feb 20th.

Pokie

Offline hitech

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Bridges
« Reply #5 on: February 22, 2003, 03:12:53 PM »
They were not completed and tested because of some sorting issues that we couldn't fix, otherwise a group would have been shiped.

HiTech

Offline pokie

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Bridges
« Reply #6 on: February 22, 2003, 03:34:39 PM »
Quote
Originally posted by hitech
They were not completed and tested because of some sorting issues that we couldn't fix, otherwise a group would have been shiped.

HiTech


 :o I knew deep in my heart that there was I reason like this.  I was speaking and not thinking HiTech  :o

Pokie

Offline NUTTZ

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Bridges
« Reply #7 on: February 22, 2003, 03:38:15 PM »
Pokie, I did get your mail and tried it out. I didn't know you could do that, but all it did was change the gamma of the tile completely.

my bridge uses all the components of the new object bridge parts with the exeption of the ramps. My bridge is flat to flat with a valley in the center. i tested it with some others and its workable, theres only 1 little clipping problem which i think i can fix by tonight. I'll email you the group file soon as i can.


NUTTZ

Offline MwDOODY

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bridges!!
« Reply #8 on: February 22, 2003, 05:42:33 PM »
somepone post some pics of the bridges your talking about. I'm curious what they look like.

Offline pokie

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Re: bridges!!
« Reply #9 on: February 22, 2003, 06:27:50 PM »
Quote
Originally posted by MwDOODY
somepone post some pics of the bridges your talking about. I'm curious what they look like.


There are 4 ( completed ) Bridges in the TE

2 differant large bridges BRDG-B and BRDG-B2

2 differant small bridges BRDG-S and BRDG-S2

Pokie