-iCeMaN- 0 Posted April 2, 2003 Wow, sounds good..(downloading). Does this island have a good airfield? Â 'Cause I'm looking for a really good airfield for a mission. And not the Malden Airport! Â It's way too laggy with all those lights and everything. Â -iCe- Share this post Link to post Share on other sites
-iCeMaN- 0 Posted April 2, 2003 What's the difference between Trinity Normal and Trinity Low?? -iCe- Share this post Link to post Share on other sites
Placebo 29 Posted April 3, 2003 The bridge is lined up correctly, so if you play the game in low download that version and the bridge will be aligned, if you play in normal download that version so the bridge is aligned. Share this post Link to post Share on other sites
Nagual 0 Posted April 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Buggs @ Mar. 20 2003,08:41)</td></tr><tr><td id="QUOTE">i've been working on a hi res version. i.e resistance trees/ground textures etc. however the main stumbling block are the resistance forests. without going into too much detail they are a pain in the arse (amongst other things).the original OFP forest lock to the terrain very easily and the hight is automatically set to follow the hills/contours, whereas the resistance ones don't, so im having to maually adjust the hight for each individual  section of forest <span id='postcolor'> Buggs, there is a very easy way around that. In you cfgworlds, add a class ReplaceObjects. It is possible to switch objects without altering the wrp file. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ReplaceObjects { class ForestSquarePine { replace="data3d\les_su_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; }; <span id='postcolor'> les_su_ctver_pruhozi.p3d from the normal data3d file is a basic square, easy to place in wrp edit. It also sticks exactly to the terrain (even funky terrain). So that class will switch the square to two well aligned triangle sections (T1,T2) that will follow terrain. It takes alot of pain out of forests, especially O.pbo forests. The same class can also be used to switch houses, roads, trees, bushes ect. edit On second thought, as your forests already fit the terrain, you would only need to replace those segments, no need for putting in the forest square, so something along the lines of: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ReplaceObjects { class Forest1 { replace="data3d\les_su_ctver_T1.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d"}; }; class Forest2 { replace="data3d\les_su_ctver_T2.p3d"; with[]={"O\Tree\les_nw_jehl_T2.p3d"}; }; }; <span id='postcolor'> Share this post Link to post Share on other sites
N.o.R.S.u 0 Posted April 3, 2003 And in case you don't know les_nw_jehl_trojuhelnik.p3d in O.pbo actually follows the terrain. It's the only pine tree triangle in O.pbo that follows terrain. Share this post Link to post Share on other sites
buggs 0 Posted April 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Nagual @ April 03 2003,10)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Buggs @ Mar. 20 2003,08:41)</td></tr><tr><td id="QUOTE">i've been working on a hi res version. i.e resistance trees/ground textures etc. however the main stumbling block are the resistance forests. without going into too much detail they are a pain in the arse (amongst other things).the original OFP forest lock to the terrain very easily and the hight is automatically set to follow the hills/contours, whereas the resistance ones don't, so im having to maually adjust the hight for each individual  section of forest <!--emo&<span id='postcolor'> Buggs, there is a very easy way around that. In you cfgworlds, add a class ReplaceObjects. It is possible to switch objects without altering the wrp file. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ReplaceObjects { class ForestSquarePine { replace="data3d\les_su_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; }; <span id='postcolor'> les_su_ctver_pruhozi.p3d from the normal data3d file is a basic square, easy to place in wrp edit. It also sticks exactly to the terrain (even funky terrain). So that class will switch the square to two well aligned triangle sections (T1,T2) that will follow terrain. It takes alot of pain out of forests, especially O.pbo forests. The same class can also be used to switch houses, roads, trees, bushes ect. edit On second thought, as your forests already fit the terrain, you would only need to replace those segments, no need for putting in the forest square, so something along the lines of: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ReplaceObjects { class Forest1 { replace="data3d\les_su_ctver_T1.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d"}; }; class Forest2 { replace="data3d\les_su_ctver_T2.p3d"; with[]={"O\Tree\les_nw_jehl_T2.p3d"}; }; }; <span id='postcolor'><span id='postcolor'> Thanks for the info guys. i'd actually given up on the hi res version because of the problems with the trees. about 70% of the forests are on slopes/hills etc, and it was driving me mad having to manually adjust every section of forests.... so again thank you very much i'll try again. Buggs p.s thanks for the info N.o.R.S.u Share this post Link to post Share on other sites
buggs 0 Posted April 3, 2003 Thanks guys, it works.....i cant believe how much time i spent manually adjusting the forests using Wrpedit, when it can be solved via the config.....amazing!!!!. Â Thanks again Buggs Share this post Link to post Share on other sites
Lt_Phoenix 0 Posted April 3, 2003 Do I sense a version 1.2 coming out soon ? Share this post Link to post Share on other sites
theavonlady 2 Posted April 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Phoenix @ April 03 2003,14:49)</td></tr><tr><td id="QUOTE">Do I sense a version 1.2 coming out soon ? <span id='postcolor'> If so, please open a new thread. Share this post Link to post Share on other sites
buggs 0 Posted April 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Phoenix @ April 03 2003,13:49)</td></tr><tr><td id="QUOTE">Do I sense a version 1.2 coming out soon ? <span id='postcolor'> not yet. the longest job will be to replace the original textures with resistance ones. and i'll be attempting this in-between bouts of raven shield/champ manager 4 & generally playing OFP, oh and i've started on a campaign for trinity island. so when you will see this is anyones guess. Cheers, Buggs Share this post Link to post Share on other sites
berghoff 11 Posted April 3, 2003 While making a mission I fond a "bug" Helm's bridge doens't have a Path for the AI so they can't cross it. Share this post Link to post Share on other sites
buggs 0 Posted April 3, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BergHoff @ April 03 2003,18)</td></tr><tr><td id="QUOTE">While making a mission I fond a "bug" Helm's bridge doens't have a Path for the AI so they can't cross it. <!--emo&<span id='postcolor'> cheers for the feedback. planck pointed this out to me a couple of weeks ago and i have amended this for the next version, however i have had never had problems with vehicles crossing the bridge, only troops. thanks, Buggs Share this post Link to post Share on other sites