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What is needed to model roads?

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I have a strip 150m long, textured. there is a pathway LOD and a roadway LOD. three things it doesn't do:

1. conform to the landscape

2. support models as a roadway should (I believe)

3. despite being binarised, appear properly in wrpedit; texture problems.

Help?

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Why make a runway as an object? In all the other islands they are done as textures only, applied to the island. Just wondering....

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1. Bigger. with appropriately scaled taxiways, should easily be able to handle the larger aircraft which currently wander around the islands on the ground missing the runways.

2. Can easily point them in any direction you want.

3. Same as two, but it's such a biggie, it's worth mentioning twice

Since posting, have solved q1 and q2, but still having problems with q3.

help?

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With regards to Q3 are you saying it does appear properly in WRPEdit, but not in OFP, or vice versa or what?? If it doesn't look right in WRPEdit, don't worry about....not much does! wink.gif So long as it looks right in the game, that's all that matters. If it doesn't look right in game however.....no idea!

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Even sorted 3 now, but now you mention it, when I open up in OFP I get the report "Cannot open object." I've put the folder in the pbo with the island. does it need a entry in the config.cpp?

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1723547.jpg

Got it into OFP, but this is cropping up again. How do I prevent it?

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roads are configured as objects in ofp and they come with a config file. Each road section must conform to the geometry LOD length of estimated 50 - 100 meters and properly configured as a road to work. Some of the MLOD ( cannot be opened, true?) ofp cars have road types configured to their config file to ensure they perform to a LOD road. Try a search on road config, i read it here sometime back.

For runways all it needs is a texture and the ILS to make the ai land planes otherwise ai planes will just circle round and round the entire map for an ILS enabled landing strip or texture.

There is an ILS ( aircraft heading markers) tutorial in the archives but i cant seem to find it again. Perhaps someone here remembers?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ Mar. 02 2003,23:10)</td></tr><tr><td id="QUOTE">Got it into OFP, but this is cropping up again. How do I prevent it?<span id='postcolor'>

For all the road vertexes, set the surface property from O2 to "on surface" (from vertex properties)

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Thanks Mr. K!

@philcommando:

I have my reasons for doing it this way.

1731690.jpg

Heading 055. Can't do that easily with just a texture wink.gif

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IS there a limit to the size of the objects?

If not, what would the disadvantage be to doing a road system as one object (aside from the fact it would be too specialised)?

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You need configure this roadway in the config.cpp . Take look at OFP standard roads in 1.46 or 1.91 general .cpp .

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Keep these things in mind for things such as roads and runways:

1. The largest the model can be to retain its functionality is 64m x 64m.

2. Make sure you use triangle faces and not quads so if the terrain skews the vertices, the faces don't get skewed as well.

3. The more segments you add to the object, the better it is able to conform to rugged terrain.

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smile.gif thanks for that snippet TYsiYek.

@Tanelorn:

The runway sections are 50x150, but are only meant to be used in predominantly flat areas, so no problems there.

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Runways traditionally are on totally flat land...that way the planes don't bounce. tounge.gif

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One last thing; in the editor they appear as dots rather than blocks/lines. How do I change that?

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Here is what I found out just fiddlin' with building a hangar in o2

make the p3d store NAMED PROPERTIES in the GEOMETRY LOD.

class = House   ..... in your case road

this will read geometry values (length and width) to display a proportioned symbol on da map wink.gif

and in your case since the road doesn't have a GEO LOD you will put it in the resolution LOD

usually there is another property called map and the values are a whole bunch smile.gif

building

house

hide(for lamp posts)

cross

bush

fence

fuelstation

fountain

forest square

small tree

etc.....

but it seems the road doesn't use that one  

well lemme know if this helps

zippy

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I must be doing something wrong because I've had no success here after several attempts. crazy.gif

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I have made roads by making a flat model, setting all the points to "on surface", giving it a roadway, and setting the named property to class : road.

Works fine, vehicles speed up when on it. But there's one problem. They still kick up dust.

ANy idea why?

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Probably a define buried somewhere in a config.bin file that relates to classRoad...

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