Theater developmental notes - Questions questions
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I took a bridge and I updated it so to make it longer. I used F4browse… then Falcon Editor to edit and adjust the bridge. Then Terrain editor To see her if she shits ok on the tile…
I leveled to zero the tiles where the bridge will shit.
Centering the bridge to the tile was a problem solved with LE.I created the objective with Terrain Editor, I bypassed the problem of not holding the correct CT# of the objective by exporting the objective record, then alter it via excel, then import back in Terrain editor.
F4browse:
LE general:
LE edit:
Falcon Editor:
Falcon Editor:
TE details:
TE Map:
In game vehicles jump on sea and on the bridge the part of the bridge which is on the center tile is leveled, the 2 parts that are on the second and third tile are not leveled:
Also this is strange since there is no path for such behavior:
Here u can see there are gaps on the bridge connections:
General view:
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Here u can see some vehicles on the bridge and other under the bridge (on the path-road):
For farther testing I added some ships which even I edited their path for the mission (with mission commander) to pass from the water they always stop there, they don’t enter the canal:
First Hell of a time and effort just for one damn simple bridge that already exists in the database…
Can someone please tell me what am I doing wrong and the damn thing looks like this? I mean elevations problems with parts (features) of the bridge. Why the vehicles drop under the bridge when they begin correctly on the bridge? Why the ships stop and don’t cross the sea way (canal)? why the damn tanks enter the sea, when the areas plain water are ok declared? Why on the path - bridge vehicles don’t go in a column, and go three side by side?
Should I make 3 objectives bridge start bridge middle bridge end? but again would they be leveled from tile to tile?
In case u need some more info I can provide them.
My next attempt will be with a way longer bridge which I made in 3ds and it will be just in one piece (no parts no features). I don’t want to face same problems so face once and for all…
Thanx for your time.
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You used (probably)HCOST00F texture, but it’s just one of the reasons why it does not work….
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Well the bridge link is there and seen just a bit. Road red color, bridge link black color.
I dont recall right now if i used that specific tile, will check.
Why? There is a problem with this tile? If yes, what and how to fix it?
Also I was hoping to rase the land sides and have the bridge in the air so to pass under, but i don’t see it working…
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Did you try to set another elevation value in that 3 textures (2 land sides and 1 in the center)?
try to set 20 or even 50 in all 3 textures.
cheers
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all 3 are declared as water should i have only the one and the other 2 as plain? then it will rise like a normal canal and not graduate lift elevation?
will retest.
I thought when u say water it was like 0 elevation variation inside the tile.
Also shouldn’t there be a sea flag ( as rocky - water - plain) and then the code whatever u set zeroes elevation and flat out the tile?
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Also shouldn’t there be a sea flag ( as rocky - water - plain) and then the code whatever u set zeroes elevation and flat out the tile?
No, there is no sea terrain type. It’s water, whether it has salt in it or not!!!
RAM22
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You used (probably)HCOST00F texture, but it’s just one of the reasons why it does not work….
cant really tell cause the file is renamed.
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Did you try to set another elevation value in that 3 textures (2 land sides and 1 in the center)?
try to set 20 or even 50 in all 3 textures.
cheers
wouldn’t that elevate water also thus water mountain?
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wouldn’t that elevate water also thus water mountain?
as I see in your pictures a land side is almost flat and the other is higher, maybe I don’t see well but looks like that.
If it’s so I think your bridge is scaled for that reason. Flat all zone around the bridge, or with same elevation set.set to 0 , I’m with the phone now so I hope you understand the textures to change
cheers
dema
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I think the bridge doesn’t like to span water only - it is looking to start in one land tile and finish in an adjacent land tile. I tried to do similar in Panama and gave up after wasting countless hours. About the only thing I didn’t try was changing the water only tile to plains. That may help…?
Regarding the “steps”, you’ll need to level all surrounding tiles too, similar to what you do with airbases.
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I think the bridge doesn’t like to span water only - it is looking to start in one land tile and finish in an adjacent land tile. I tried to do similar in Panama and gave up after wasting countless hours. About the only thing I didn’t try was changing the water only tile to plains. That may help…?
Regarding the “steps”, you’ll need to level all surrounding tiles too, similar to what you do with airbases.
mine was water tile from the start…
Now I have another goof thing…
I changed the tiles… the canal in not so wide…
I shortened the bridge… I leveled the whole area and moved the bridge a bit up north to the tile…
The bridge is level and fine… I adjusted the roads - bridge paths accordingly…
Now the damn vehicles turn before the bridge and they pass from the water area… the path they follow looks exactly the same as the initial bridge position…
I exported the objective. I erased the objective… I imported the objective… same thing…
This thing is driving me crazy…
Any suggestions any one please?
I recreated the mission after saving new te_new.tac… I adjusted elevations and re putted them back correctly so to save L2…
I should do it from scratch?
I can’t understand it’s logic…
I tried it as plain… not water the tile set for the area same behavior… only thing sea area got darker…
Doooongggggg!!!
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Bump!!!
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I wish I could suggest something more, but as I said I spent a bunch of time trying to achieve the same with no real joy. That said… when you added your new bridge sections, you did remember to check the “Next Critical” “Previous Critical” checkboxes?
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So the GU’s pass according to links they totally ignore roads rivers water sea mountains space whatever u name it… They travel only at the middle of the tile… Thanx RAM22 for verifying it.
They even don’t have respect for the objectives and 3d objects… they pass inside eachother and inside static 3d objects.
This must be a BUG???…
let me show u why:
I edited the tile objective - object and putted the damn bridge to the middle of it, as I have seen the GU’s passing.
Now when they enter the tile the first unit’s perform a 360 turn around them selfs and then they continue as before. Like they hesitate or they have a choice to make but they stick to the link rule.
They elevate and follow the elevation of the ramp of the bridge they continue a bit on the bridge then they fall down to the tile, they advance then they jump on the bridge, they advance then they fall down, and so on and so forth…
pics:
I’m done with this stupid thing…
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Try harder for what? do u have proof that it works?
I reinvented this wheel once I must do it twice???
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I reinvented this wheel once I must do it twice???
LOL, you didn’t reinvent anything, You FAILED, hahaha……
GAME OVER!!!
RAM22
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@Arty
I checked in Korea:You can not do anything.
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No expert here, something came to mind. Maybe valid, maybe not….
Are the tiles below the area when they “fall” water? Maybe because of the type it’s changing their behavior?
If you replaced the “water” tiles with “land” tiles painted like water tiles would that work?