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scousejedi

Model base 0 in O2   -15m in game?

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OK Im building a city block tile - 48 x 48m and have run into a problem.

In O2 the model is above ground

In Odol_Explorer the binarized model is above ground

In WRPTool the model is underground.

I can work around this with manually setting the height in WRPTool +25 above ground as it defalts to ground level in game but its a nasty workaround.

What am I doing wrong?

a pic to aid comprehension.

block_help.jpg

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Hmm

class: House

map: House

dammage: House    (<- hitting one building knocks our a whole block atm smile_o.gif)

Also tried: Keep height fence.

Its not the first house I've made but its the first I have had problems with, the only difference is the size, its under 50m2 but I wonder if that has an effect.

I have managed a work around via artificailly setting the height so its not a game breaker its just that I wanted to be 100% that it works with the AI before i start adding proper textures and making another 2 or 3 versions.

WIP: <1600/1800 V/F. 6 models in piccy

tenements_01.jpg

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You have prolly made more buildings than me.

I recall having problems too

I think it uses the center of geometry,maybe if you add the mass differently

Try weighting it differently (ie: mostly top or bottom)

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i'm not sure, that is a good idea to make a big city block. first how the Ai will react, and

Quote[/b] ]hitting one building knocks our a whole block

this isn't really excellent. sad_o.gif

smile_o.gif

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I agree twith D@nte;

Wether you make a big object or four seperate objects

using the same polycount, you will not feel a difference

in framerate me thinks.

Vehicles will not go through as supposed to and firing onto

a single brick will make the whole structure go collapsed.

Also AI Path will feature lot's of points to send your units

to.

Dammage: No is something i would suggest here anywayz.

~S~ CD

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Hi scousejedi... its been a while

1st make sure your ground level in o2 is at z=0

then add a named property called "autocenter" and set it to 0 (i think it works in any lods but i usually put it in all lods just to make sure).

this will ensure the engine is not using the calculated center of the model to use as ground level... it will use z=0 instead

the fence vertex property is not what you want for building/houses.... a wall is always straight, it never follows the ground's shape unless the guy who made it was drunk on the job... so "keep height (fence)" would deform your houses to make them follow the ground's slopes...

so in the end you want the outer walls and trees as "keep height (fence) and the house as normal but adding fundations so you dont get a gap under the house if the ground is slopy...

@ the others : yes knocking out a whole block kind of sux, if i was scouse i would go for dammage=no and get rid of that hideous dammaged house deformation on the model when it gets hit... and having a whole block of house will greatly reduce lag since he's using way less objects and that's really good for a city which is what he seems to be trying to accomplish here smile_o.gif

good luck

Fab (wwIIec)

Btw : you're not doing wwII stuff anymore ?

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autocenter = 0

smile_o.gif

Thats what I've been looking for. And yes FAB, I am actually working towards a huge urban area within minimum lag. The new beta of google earth has a scale on it and most middle eastern urban areas seem to be set up in 50 x 50m blocks which suits OFP just fine.

As for WW2 I'm like a magpie - my attention gets switched very easily but there's a lot of unfinished stuff floating around.

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So building a city is like setting forest blocks/triangles ?

Good idea if it works for ground troops. (paths, cover etc)

Not sure if an Ai unit knows it can't shoot thru corners when you're fighting within the same 50m block.

Does the Ai use single trees in the same forest block for cover ?

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OFP AI & taking cover in a smart way? rofl.gif

Most of the time I tell my squad to take cover they run in front of my own gun while I'm firing, or they run straight into the enemy. The AI should be able to fire correctly in the building blocks though (if the LOD's are set right).

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@Chris Death

it makes a difference.

ofp can only render ~256 objects at once

even at normal viewdistances.

an other objects wont be displayed.

simply stuff several objects in one p3d and make proper lods

this way you can have much more buildings displayed at once

eg like the ofp forrest blocks are made.

if you only place seperate building objects some far places will look quite deserted.

eg

a.p3d only has 1 object.

b.p3d has 4 building objects.

now multiply with 256

a.p3d will output 256 objects

b.p3d will display 1024 objects.

quite a difference isnt it?

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