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DanWelch

Runway glitch on my custom map.

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I have this problem..(see Pictures below) (runway faces heading 185-005 and each tile is sized to 250 in visitor)runways are 100% connected in Visitor 3, the terrain is heightened to 82m ASL evenly, the invisible roads under the runway are placed and smoothed out completely, Why do these giant spaces and runway slicing occurr? Does anyone have any suggestions?

arma2oa2012-10-1905-59-35-40.jpg

http://i290.photobucket.com/albums/ll279/usslouisiana/arma2oa2012-10-1905-59-01-71.jpg (113 kB)

http://i290.photobucket.com/albums/ll279/usslouisiana/arma2oa2012-10-1905-58-55-10.jpg (141 kB)

arma2oa2012-10-1905-58-49-66.jpg

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yes from the original size(100) to 250, im using the end pieces 15 and 33 and also the main pieces.

runway_end15

runway_end33

runway_main >chenarus runway objects from the Roads2 file. These were upsized.

---------- Post added at 11:45 AM ---------- Previous post was at 11:34 AM ----------

I also had to use artificial objects for my runway since the original road tool wont let me up-size.

**i'm thinking i was suppose to use the runway_main_40 piece as well, i will try that and see what happens.

Edited by DanWelch

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Try to duplicate runway to 200 setting. See if it works then. It is an object issue, I'm almost sure.

Same thing happens if you put down grass_clutter_cutter object and make it bigger. Eventually soldiers walk in air ;)

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ok will try, thx man

ill try this afternoon, ill try mixing up the pieces as well to see if the main_40 pieces work better by themselves or something.

Edited by DanWelch

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i resized to 200 each piece. I placed each end piece and used all main_40 pieces for the remainder of the runway. I am seeing an improvement toward the middle of the runway, be advised my runway is approx 1.5miles long. at the end pieces and a few tiles before i am still getting the problem, i wonder if there is a correct pattern of pieces for creating a working runway. I will try resizing to 150 and see what it does.

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If you have them all at 100% then they will work fine. Or at least they should. Try doing that maybe and then if you need it to be wider then up it to 200. The higher percentage is probably just throwing them off.

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Typically I've found up-scaling bits, past some arbitrary number, causes all sorts of problems both visual and physics.

The terrain "squares" (imaginary, coded by the engine) seem to visually clip ALL large objects (buildings, carriers etc). Where the border of those squares are, you can never tell.

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thx guys, downsizing back to 100 worked, it sux having a really skinny runway but it will have to do. I will now go and alter my sat_lco to repaint the runway a little thinner. thx for the help.

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yeah, if i can get O2 working, thats a good idea, it shouldn't be hard to accomplish.

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Did you try placing you runway straight N-S default size, then adjusting coords to make it perfectly matched for 200 and then rotating the whole thing into it's place? it might be some kind of misalignment... anyways, I had an issue with a single default sized runway piece near to an increased runway strip and everything was exactly coord matched... it was just one piece near the end of runway... never found a fix for it... i think i changed design then...

If your are planning to make a custom model consider max sizes (50 square meters, i believe)... perhaps that might be your current issue... runway length exceeds limits ????

saludos!

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I had an issue with a single default sized runway piece near to an increased runway strip and everything was exactly coord matched... it was just one piece near the end of runway... never found a fix for it...

I had a similar issue with the CWR2 Everon runway - and a "default sized piece"... From most angles it looked OK but from certain angles - like, if you slowly walked along the runway, then - as you approached the junction between two pieces, a "gap" would suddenly appear - showing the gravel texture "underlay"...

I never nailed the exact problem there either, though I managed to fix it by using a custom runway part - identical to the dodgy one but half the length - used twice as many.... worked fine after that.... very weird...

B

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I had a similar issue with the CWR2 Everon runway - and a "default sized piece"... From most angles it looked OK but from certain angles - like, if you slowly walked along the runway, then - as you approached the junction between two pieces, a "gap" would suddenly appear - showing the gravel texture "underlay"...

I never nailed the exact problem there either, though I managed to fix it by using a custom runway part - identical to the dodgy one but half the length - used twice as many.... worked fine after that.... very weird...

B

Could it be our friendly 50m size things disappearing bug in action? I've been noticing that a lot more recently. Seems to only happen when the end of the model is almost at the end of your screen.

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Seems to only happen when the end of the model is almost at the end of your screen.

Indeed! - Exactly....

The bugger disappears right in front of you - directly before your feet.... and you just know that it's disappeared behind you too!, but as you turn to look - it reappears.....!

Infuriating!!! :D

Max Power chopped the model down to half the length for me and the issue disappeared.... suspicious....!

B

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well, i downsized everything, and changed my airfield design, turned out great. Its all i need for now. Im workin on a big map so, no time for changing models atm. Thanks for all the help, if I need anymore advice ill come back here definitely. ~DanWelch

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Could it be our friendly 50m size things disappearing bug in action? I've been noticing that a lot more recently. Seems to only happen when the end of the model is almost at the end of your screen.

Quoting someone I know ;)

Gnat;2242679']The terrain "squares" (imaginary' date=' coded by the engine) seem to visually clip ALL large objects (buildings, carriers etc). Where the border of those squares are, you can never tell.[/quote']

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I do have another prob. i'm trying to place plants and grass in visitor using OA (plants_e) it keeps giving me this message when loading Bulldozer "Bad version 49 in p3d file 'ca\plants_e\tree\<anything i use>.p3d' would you happen to know how to fix this?

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I have placed several buildings in my map through visitor. When playing in game I cannot climb ladders on some of these buildings. What is wrong here?

***I figured it out. ***anyone wondering.... make sure you update your ca folder in your tag folder to match the objects you use on your map. See page 8 and 9 of Bush's Geo-typical Terrain guide.

Edited by DanWelch

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