der bastler 0 Posted February 26, 2003 I'd like to use that OFP:R cobblestone pavement (e.g. in Lipany) but I realized that a normal car drives very slow on it. How can I increase the speed? Is there some kind of surface.txt to edit or is this property defined inside the road models? Share this post Link to post Share on other sites
VXR 9 Posted February 26, 2003 i think its done by the config.cpp, defining the path to a class that slows down the vehicles like farmland in ofp also does Share this post Link to post Share on other sites
der bastler 0 Posted February 27, 2003 After refering to a-lone-wolfs ofp-page, I examined the config175noe.cpp and here's what I found: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSurfaces {   class default   {   };   class CubeRoad   {      access=2;      files="sil_kos*";      rough=0.040000;      dust=0.150000;      soundEnviron="road";   };   class Sil_new   {      access=2;      files="sil_new*";      rough=0.005000;      dust=0.010000;      soundEnviron="road";   };   class Asfalt_New   {      access=2;      files="asf_new*";      rough=0.008000;      dust=0.025000;      soundEnviron="road";   };   class Cesta_new   {      access=2;      files="ces_hned*";      rough=0.040000;      dust=0.140000;      soundEnviron="gravel";   };   // [...some texture-definitions]   class Hallway: default   {      access=2;      files="podldlzin02*";      rough=0.120000;      dust=0.100000;      soundEnviron="hallway";   }; }; <span id='postcolor'> There's no definition for "kos*". Anyway, I'll tell you if and how it worked. Share this post Link to post Share on other sites
der bastler 0 Posted February 27, 2003 No, doesn't seem to work... Share this post Link to post Share on other sites
suma 8 Posted February 27, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (der bastler @ Feb. 27 2003,11:29)</td></tr><tr><td id="QUOTE">There's no definition for "kos*". Anyway, I'll tell you if and how it worked.<span id='postcolor'> First entry I can see there is "sil_kos*" - perhaps this is what you are looking for? Share this post Link to post Share on other sites
judas 0 Posted February 27, 2003 Think about it. 'Cube' road. Share this post Link to post Share on other sites
der bastler 0 Posted February 27, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Feb. 27 2003,17:56)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (der bastler @ Feb. 27 2003,11:29)</td></tr><tr><td id="QUOTE">There's no definition for "kos*". Anyway, I'll tell you if and how it worked.<span id='postcolor'> First entry I can see there is "sil_kos*" - perhaps this is what you are looking for?<span id='postcolor'> "sil_kos*"? The cobblestone pavement parts are called "kos*" ("kos25.p3d", "kos10 50.p3d"), the highway parts are called "sil*" ("sil25.p3d", "sil10 50.p3d"). To which files refers "sil_kos*"? I tried: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">  class Cobblestone  {   access = 2;   files = "kos*";   rough = 0.005000;   dust = 0.010000;   soundEnviron = "road";  }; <span id='postcolor'>Nothing happened. Does the field "files" refer to the model filenames? *totallyconfused* Anyway, Greece3 is nearly finished and I avoided "CubeRoad"... (7500+ objects btw) Share this post Link to post Share on other sites