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dmitri

Creating a crater p3d..

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Trying to create a crater similar to BIS's. Basically a plane that follows the terrain. I've depbo'ed the BIS p3d (krater.p3d) and duplicated all the settings in O2, but my object doesn't follow the terrain contours. I assume the binarize process removed a property I'm unaware of.

Any solutions? Perhaps define the p3d as a road object inside visitor? (the BIS krater.p3d doesn't require this though).

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Ctrl + A then, Shift E -> Surface: select "Keep height (fence)"

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Double posting to bump this..

I've placed my crater-like object. Adheres to my islands terrain.

Displays correctly if placed on flat or terrain with a slight undulation. If positioned on rough terrain, the object will blink on and off depending at which angle I view it, and only at medium distances (say 100 meters). It doesn't do this if viewed from the air, only from infantry level.

I think it might have something to do with the occlusion properties in O2, though I've played with them to no avail.

Any ideas?

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Using class - road solved the prob..

..but introduces another. Parts of the object are removed where it intersects the island's sat texture grid (only happens ingame, not inside buldozer).

I'll experiment with the other classes.

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it has to be something with the class Road you added..

cause in the config.cpp of an island it's defined the class clutters in which there's a limit of roads to put in a single clutter wink_o.gif or something like that

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Hmm. Can't find anything in the cpp regarding roads (other than the fractal settings, which I assume are obsolete in ArmA?).

I'm a noob regarding configs, if I can't find an example, I'm clueless. smile_o.gif

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Hmm. Can't find anything in the cpp regarding roads (other than the fractal settings, which I assume are obsolete in ArmA?).

I'm a noob regarding configs, if I can't find an example, I'm clueless. smile_o.gif

yeah Dmitri, my bad, seems that Fractals in ArmA are obsolete smile_o.gif

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