Theater developmental notes - Questions questions
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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?
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TBH, why would anyone expect AI GU to follow higher level of 3D bridge roadway if they always told by the code to follow the tile (which is @ lower level). It looks that they initially follow the tile then the bridge , but because of excessive lenght of it (bridge or causeway) they drop to lower level. It is not normal case anyway.
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do u have proof that it works?
Uhmmm, No, … I was just thinking about a good lad from the UK.
I had the privilege to work with him quite a few years ago and he accomplished things
by “just” trying harder, where some said it’s not possible.The BMS community still benefits from his doggedness.
That’s why I’ve said try harder.
I didn’t mean any harm by saying that.… on the other hand I could’nt resist to ROFL on Brian’s post (once again).
Cheers,
LS -