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guy123

Custom Roads

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Hey all

Ok so Visitor3 doesn't want to import ANY of the standard roads that came with VBS2 (yes I know this is a VBS2 thread but I can't find help anywhere else, please be nice! :) ). I believe this is down to an ODOL > MLOD error, or atleast in some way related (I get an error message whenever I try to open them in O2 for example).

So, I decided it would be easier, and also more accurate if I just built my own damn roads. I've managed to get them imported fine, but I have one problem...

http://img27.imageshack.us/img27/1538/floatingroad.jpg

They don't seem to conform to the ground. I've definitely set up the PB, PE, LE, LB memory points etc. and a Roadway lod... am I missing anything?

Kind regards

Guy

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I don't have any experience with this but my bet'd be you have to create some kind of land contact points so the roads allign correctly to the terrain.

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Import from VBS !! lol .... how to make things hard for yourself

Yeh, problems maybe with you p3d conversion, but more likely with your CONFIG.CPP

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do I need to make a config for these roads? At the moment I've got literally just a p3d file and a paa texture...

You don't need a config for custom roads at all....

Well, maybe something like....

class CfgPatches
{
class MyRoadsPack
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

...if they're going to ultimately live in a roads.pbo of their own or something...

There are a couple of things you need to remember to include with road models - within the .p3d itself...

First is a couple of "named selections" eg....

class=road

map=main road (or "road" or "track")

these should be in the "LOD 0"...

The second thing to remember - which should fix your "rigid road" problem, is to set all LODs to be "on surface"...

In each LOD in turn, select all, then hold shift and press "e"... choose the "on surface" radio button and OK back out of there...

B

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Bush you my friend are an absolute guru! Thank you so much!

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