Theater developmental notes - Questions questions
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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 -
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hmm… one could get the impression from reading stuff here that the whole engine needs a massive overhaul. http://www.smileygarden.de/smilie/Sonstige/yikes.gif
Yeah Tim, … one could indeed, but it seems there are other things on their priority list:
https://www.benchmarksims.org/forum/showthread.php?14164-Improvements-how-much-more
(post #6 and downwards)Cheers,
LS -
And a solution to my previous question… That I answered - found by my self with a help from Sparta… thanx m8.
How to view the tiles in the Falcon Editor after u copied the correct folders…
At the bottom where X and Y fields are u get the X Y from Terrain Editor (Monsters great tool) and u put them in reverse to the Falcon editor… like at the X u enter the Y value from Terrain Editor and at the Y u enter the X value from Terrain Editor…
And Voila… u have the correct tiles at the correct position…
Enjoy…
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Another addition that makes placing 3d objects way easier in the speed of lightning and getting rid of LodEditor wich is WAY SLOW…
So u need LE just to Import to the database the LOD’s nothing else… unless this also can be done bu the Falcon Editor and I haven’t discovered it yet.Back…
On the left area where are the Move Rotate Center buttons… they work like this…
From the left area u select the features-objects u want to move-rotate etc… U can use Shift to select many (start - end) or with control to select specific which objects u want.Then press and hold Move… Now while holding the move pressed, move your mouse and u will see your features-objects move… unpress move and press and hold rotate… move your mouse left - right and u will see the features rotate…
When u want a new feature u can press insert on the left down button and choose the one u want… So not to travel the feature from one side to the other first select a feature that is near by to the area where u want to place the new feature.
Final u can easily add same features with copy paste like this:
Select the features u want to duplicate. Now Press Ctrl+c then Ctrl+v. Now as above move (press and hold move button) and move the mouse u will see the duplicated features appear… (Magic… lol)So to alter the Database u need…
Viceversa (works fine for me) to easily compare folders between your theater folder and Korea folders and back. That way only altered files are transferred.
1. f4browse with the AddCopy trick to add objectives to your theater. Copy a similar objective to the one (new) u want to create. There is no create new objective. So u copy and u Alter. Those objectives are internal Database Objectives. U don’t see their names in Falcon. The objectives u see in Falcon are in step 3.
2. Terrain Editor to locate the tile coordinates where u will place the objective.
3. Then Tacedit to create the objective record to the theater with the name u want. Now this objective is the one that shows up on the Map of the Falcon UI.
4. Then Viceversa to move changed files from your theater to Korea folders so that Falcon editor will show your theaters map and objective and not Korea’s. This program compares files in the Terrdata Folder so to transfer them back and forth. Actually u transfer your theater Terrdata folders to the Korea Folders. U do your changes with Falcon editor and then u get the altered files back to your theater.
5. Then Falcon editor to place the objective where it should be. Don’t forget to save… well save many times so u don’t loose your work… For me I had no crash not even once… in contrast to LodEditor.
Also have Google Earth open so to compare and fine tune your objects to your 3d as realistic as u can.
Final on this step don’t forget to check night also for lights and etc…6. Then u will do the Viceversa again to put the altered files back to your theaters folder.
7. Now if u open Terrain Editor and display the objectives to the map u must see them all ok and aligned perfectly.
8. Now go fly and enjoy…The above procedure although headache and troubling it’s extra super fast compared to anything else… (for me).
I made Greece’s major ports In about half an hour with many many many objects…