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Custom runways for custom island

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I need some help making my custom runway textures show up as runways in WRP/game. They look great, but act like regular ground when you land or take off.

Is it a flag setting? (I've tried regular and road)

Any help would be greatly appreciated.

JeffS

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not sure if u mean u just want the texture to show up on the mission editor or mean u want AI to land there, but if u want AI to land and taxi, u must 'ILS' the texture. No point searching here cos there isnt an ils tutorial here. Its over at ofpec.com by marksman:- try a search there.

Defining Airstrips and Taxiways

Version 2.0

By Marksman

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you can set the AI landing/taxi spots in the config file

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Guest
shouldwork.jpg

Not sure, but it should work this way.

It would be nice if this was the case....but it isn't. sad_o.gif Here's why:

class Roadway

files="silnice*";

class Asfalt: Roadway

files="asfalt*";

class Cesta: Roadway

files="cesta*";

So the "roadway" flag will only apply to those files, no matter what you do. The only way (or at least, only way i have found yet) to make custom runway textures smooth enough so you can takeoff/land without problems is to actually change the default values for all surfaces...which is something you can do with a mod, but it won't work if it's just an addon (since cfgSurfaces cannot be "patched" since 1.43).

Now since I'm not a scripting god or anything, I hope I am wrong, and more than happy to be proved so, but I've tried a lot of experiments with this and this is the only solution I've found so far. sad_o.gif

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i could have sworn that I had done something similar to this before though.

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Guest

Send me a pbo or wrp and I'll try it...like I said....I'm VERY happy to be proved wrong!! smile_o.gif I've replicated what you posted with the Default setting set to rough=10, and Roadway left at rough=0.0001....and the planes just bounce around (like 20 meters in the air) indicating (to me) that the rough value it is getting is from Default, not Roadway. This is using a custom runway texture.

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I am working on an island that uses resistance textures and some custom runway textures. Here's the class cfgSurfaces from my config.cpp which is copied from the Nogova config.cpp- (I made the lines I've changed bold, my textures are named fwom_runpi_d.pac, fwom_runpi_o.pac etc..The runway works fine. :) )

Quote[/b] ]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";

};

class RunwayRes: default

{

access=2

files="fwom_run*";

rough=0.001000;

dust=0.006000;

soundEnviron="gravel";

};

class RollwayRes: default

{

access=2

files="fwom_roll*";

rough=0.005000;

dust=0.009000;

soundEnviron="gravel";

};

class GrassGreen: default

{

access=2

files="t1??????";

rough=0.090000;

dust=0.200000;

soundEnviron="grass";

};

class GrassGre: default

{

access=2

files="trava2";

rough=0.090000;

dust=0.190000;

soundEnviron="grass";

};

class GrassDry: default

{

access=2

files="trava3";

rough=0.100000;

dust=0.180000;

soundEnviron="gravel";

};

class GrassGrey: default

{

access=2

files="b1??????";

rough=0.110000;

dust=0.180000;

soundEnviron="grass";

};

class GrassGreyVar1: default

{

access=2

files="blita2";

rough=0.120000;

dust=0.050000;

soundEnviron="grass";

};

class GrassGreyVar2: default

{

access=2

files="blita3";

rough=0.120000;

dust=0.090000;

soundEnviron="grass";

};

class Forest_new

{

access=2

files="q1??????";

rough=0.100000;

dust=0.060000;

soundEnviron="forest";

};

class SandDark: default

{

access=2

files="pt??????";

rough=0.140000;

dust=0.620000;

soundEnviron="sand";

};

class Lom

{

access=2

files="l1??????";

rough=0.190000;

dust=0.250000;

soundEnviron="rock";

};

class LomVariant

{

access=2

files="lom2";

rough=0.190000;

dust=0.250000;

soundEnviron="rock";

};

class Snih: default

{

access=2

files="n1*";

rough=0.160000;

dust=0.001000;

soundEnviron="snow";

};

class SnihVar: default

{

access=2

files="snih*";

rough=0.160000;

dust=0.001000;

soundEnviron="snow";

};

class Hallway: default

{

access=2

files="podldlzin02*";

rough=0.120000;

dust=0.100000;

soundEnviron="hallway";

};

};

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You can make custom runways without affecting the BIS values. If you want an example just take a look at the Ia Drang Island I made for the Nam Pack. (in the sebnam_obj.pbo)

class sebnamrunway

{

files="rwsebrw*";

rough=0.001;

dust=0.03;

soundEnviron = "road";

};

start the name of the textures with "rw" then add your tag, so that it works in wrpedit.

SelectThis

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The way I'm doing it will effect BIS values SelectThis? I didnt think it would seeing as only 1 island is loaded into ofp memory (I think)?

Ia Drang is a great island btw, well done smile_o.gif

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Guest

@Fat Wombat...no....the values you are setting won't affect the BIS values...in fact they won't do anything (set rough=99.000....it won't change them).

@SelectThis...yes of course you are right. I had a good long think about that ages ago (like 8 months)....maybe I'll reconsider using that method since I've learnt a great deal about what you can and can't put into a full mod's config.cpp in that time smile_o.gif Need the extra dust you see... wink_o.gif

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Um...ok, I changed<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RunwayRes: default

{

access=2

files="fwom_run*";

rough=0.001000;

dust=0.006000;

soundEnviron="gravel";

};

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RunwayRes: default

{

access=2

files="fwom_run*";

rough=0.390000;

dust=0.006000;

soundEnviron="gravel";

};

and it made the runway on my island a LOT bumpier...it's definitely working. I didn't try setting roughness to 99 though, I havn't seen anything defined with a roughness over 0.19 so I doubt a figure like 99 would work...

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Select,

You wrote:

You can make custom runways without affecting the BIS values. If you want an example just take a look at the Ia Drang Island I made for the Nam Pack. (in the sebnam_obj.pbo)

class sebnamrunway

{

files="rwsebrw*";

rough=0.001;

dust=0.03;

soundEnviron = "road";

};

start the name of the textures with "rw" then add your tag, so that it works in wrpedit.

Do you have to use this naming convention, or can you individually assign the values in the config? Also I noticed the taxi and runway segments use different naming conventions.

Thanks,

JeffS

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My custom textures start with fwom_ and are working fine.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class fwomRunwayRes: default

{

access=2

files="fwom_run*";

rough=0.005000;

dust=0.006000;

soundEnviron="gravel";

};

class fwomRollwayRes: default

{

access=2

files="fwom_roll*";

rough=0.005000;

dust=0.009000;

soundEnviron="gravel";

};

SelectThis, you were right, my classnames did interfere with the BIS ones, the runway on Nogova got slighty bumpy if my island.pbo was in the addons folder. I added fwom to the start of all the classnames and everything is fine again smile_o.gif

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