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Bern

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Posts posted by Bern


  1. Why not start getting constructive an define what you are actually looking for?

    Did you ever try 3DE or WRPtool or WRPEdit?

    No one is saying that you yourself are the ones to code the tool.

    So instead of crying a proper feature request or a rough outline of tools you

    envision would be a start.

    Yes, I did try 3DE, about a year ago. It's a great program, and it was much easier than Visitor to build good looking stuff in.

    Then we tried to get the output from 3DE onto the same .pew as everyone else's work. It took about a week and a half of stuffing around & manually editing the export files, and even then things that were beautifully aligned & placed in 3DE didn't quite turn out that way in Visitor (there seemed to be some 'noise' introduced to the coordinates - perhaps they didn't have enough precision or something).

    So while 3DE had promise, and I think it is an excellent tool when you're building an island by yourself, it turned out to not be so good for a collaborative project, in our experience.

    Some of that is probably due to the import functions in Visitor, I'll admit, but we decided to just stick with Visitor, as we could get consistent results across the team. It seemed like the path of least resistance at the time, but maybe if we'd stuck at it we'd have been able to get 3DE to do what we wanted.

    As for WRPtool & WRPEdit - I didn't even know they worked with ArmA & ArmA2 islands! I don't have enough experience with either to comment with any authority, but it seemed easy enough to build OFP islands with WRPtool back in the day!

    Anyway, here are a couple of examples of what I built with 3DE in the ArmA days. None of my walls or fences quite lined up after importing to Visitor, I had to do a lot of additional tweaking.

    http://i1002.photobucket.com/albums/af149/OGNBern/AusMod/20090917suburbia1.jpg

    http://i1002.photobucket.com/albums/af149/OGNBern/AusMod/20090917suburbia2.jpg


  2. I'm not sure what the story is with ArmA2, but with ArmA 1 you couldn't really use objects bigger than about 65m across.

    I suspect the same limitation is in ArmA2, because the LHD is made of about six separate sections...

    To give you an idea - the bridge in my sig pic below is made of 19 separate pieces.


  3. What pics are you guys talking about? The ones i posted on the last page?

    I can see them ok, anyone else having issues?

    No, I think they mean the pics from Aussie's first post - I can't see them either, any more. Your pics are working fine.

    Hey, island is looking good! Like the bridge. Is that model for the Sydney Opera House the free one that comes with AutoCAD by any chance? :P

    It's based on that - I was going to draw up my own from plan & elevation drawings or photos of the place (as I did for the bridge), but remembered that model. It's been somewhat simplified, though. The original sample drawing had something like 15,000-20,000 polys, from memory, and was 2D shells only, whereas my Oxygen2 version (shown in the screenie) built as solid objects is coming in at under 6,000 so far, with some changes to make everything closed & convex.

    Not looking forward to doing the UV map... :rolleyes:


  4. About the Fire Geometry LOD its there, closed and convex. Thats why i don't understand all these mystery.

    Hmm, now that I think about it, I think I had that exact problem originally (grenades falling through the bridge). Unfortunately, I can't for the life of me remember how I fixed it. :(

    About the AI's crossing.. maybe review if the Path LOD you created is correctly created.

    Hmm, but the BIS bridges don't have a Path LOD, from memory, just a Roadway LOD (looking at the samples they provided, plus the de-PBO'd ones from the game.

    I might add a Path LOD anyway, see how it goes.


  5. I think it might be an issue with your view geometry - that gets used if you don't have a fire geometry defined explicitly. Make sure your view geometry is closed & convex. The AI units walk on the roadway LOD...

    BTW, how do you go with getting the AI to cross it? I can't get the buggers to cross my Sydney Harbour Bridge... grrr! :mad: Some types of units will start to cross, some wont, but they all balk when the get to the bits with high structures on either side, despite the roadway in the middle being 16m wide and unobstructed. No difficulty with driving vehicles (of any type) across manually, but the AI don't like it.


  6. Hi there.  Having some issues with the import to Visitor.  I did the import templates thing, saved & closed & reopened, imported the objects.  Everything seemed to work ok, and all of the objects showed up in Buldozer, I was very happy.  I did note that all of the objects imported from 3DE appeared in Visitor as green circles/ovals, though, instead of the usual red boxes for buildings.

    Then I tried to copy/paste some of the objects to another .pew file (working on a collaborative project, most of the guys are just using Visitor), and got an error on every object imported from 3DE, saying "unknown object template, object will not be imported".

    After a bit of investigating, I've noticed that the objects imported from 3DE all have .p3d after the end of the name (when viewed in object properties), whereas the ones placed in Visitor don't.

    If I do a search/replace in Visitor and replace the 3DE versions with the equivalent Visitor versions, I can then copy/paste the objects just fine between .pew files, and they show up correctly in Visitor as red boxes.

    Does anyone have any ideas on how to avoid or easily fix this problem?  Perhaps another Visitor script (to strip the .p3d extension on the object reference) might help, but I don't know how to do that.


  7. Scars09 - I commented out that simulation=road line, made no difference (and the BIS buildings with working lights don't have a simulation property at all).

    Gnat - yeah, that would probably work, but I'd much prefer to have the lights integrated into the model, to save the amount of stuffing around that would have to be done in Visitor to get them in the right places.


  8. Hmm, I seem to remember someone volunteered to build that... wink_o.gif

    I did a bit of reading on it before they did, thinking maybe I'd tackle it after the bridge, and it actually wouldn't be an overly difficult job. While the roofline looks very complex & 3D, it's actually just a bunch of spherical sections, all of the same radius (mostly done to make it cheaper to build).


  9. Gnat @ Mar. 25 2008,12:58)]And a darn good first one at that ... talent in the making thumbs-up.gif

    Well, thanks, Gnat, but I just can't get rid of those last few @#$% bugs - how some vehicles get stuck, and the complete lack of lights. Very frustrating! Very, very steep learning curve, to say the least.

    I'm pretty impressed with the progress Aussie & co are making on the island, though!


  10. Thanks for the reply, I tried that (naming a section), but there's obviously something else not right about my configs. No lights for me. sad_o.gif

    Here are the bits from my model.cfg & config.cpp. Any suggestions for how to get lights/ladders working would be greatly appreciated! I would really like to add some red flashing lights to my bridge, along with a series of streetlights to illuminate the deck at night.

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

    {

    skeletonName = "SHB_truss_mid";

    sectionsInherit = "";

    sections[] =

    {

    "FlagPole"

    };

    };

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

    {

    scope = protected;

    model = "\SHB\SHB_truss_mid.p3d";

    simulation = "road";

    displayName = "SHB truss mid-section";

    armor=1000;

    RUINEFFECT(SHB_truss_mid)

    class MarkerLights

    {

    class RedStill

    {

    name = "cerveny pozicni";

    color[] = {1.0, 0.1, 0.1, 1};

    ambient[] = {0.1, 0.01, 0.01, 1};

    brightness = 0.01;

    blinking = "false";

    };

    class Redflash

    {

    name = "cerveny pozicni blik";

    color[] = {1.0, 0.1, 0.1, 1};

    ambient[] = {0.1, 0.01, 0.01, 1};

    brightness = 0.01;

    blinking = "true";

    // position = navlight;

    };

    class GreenStill

    {

    name = "zeleny pozicni";

    color[] = {0.1, 1.0, 0.1, 1};

    ambient[] = {0.01, 0.1, 0.01, 1};

    brightness = 0.01;

    blinking = "false";

    };

    class WhiteStill

    {

    name = "whitestill";

    color[] = {1.0, 1.0, 1.0, 1};

    ambient[] = {0.1, 0.1, 0.1, 1};

    brightness = 0.01;

    blinking = "false";

    };

    };

    };


  11. Yeah, tried that.

    Had a look at the BIS config.cpp for the buildings (watertower, radio mast, lighthouse, a few others with flashing lights), and copied verbatim the bits about lights.

    Loaded it up in-game, with my addon next to a watertower. The watertower has a flashing red light, my addon doesn't. Spent several hours going over it, trying lots of different modifications, with no success whatsoever. banghead.gif

    Is there anything needed anywhere other than in the config.cpp?

    Does the addon need to have ": House" in it's class definition?

    I'm stumped, but good. help.gif

    And don't get me started about ladders...


  12. Is this just WIP of the Coat Hanger or meant to represent the final layout too? confused_o.gif

    It'll be pretty close to that for the final layout.

    We toyed with a few ideas about having slightly elevated terrain at either end to connect the roadway to, but in the end decided to build some ramps up to the deck (~25m above ground!wink_o.gif.

    Yeah, it's not real accurate, but it'll do for a first pass. Gimme a break, it's the first addon I've made! whistle.gif


  13. The other thing to remember is that the bridges aren't one-piece jobbies - you'll have to carefully position a number of pieces end-to-end to get anything more than a single span. Works pretty well, though, except some vehicles get stuck on them (e.g. try driving a Datsun ute across the bridges in Corazol - I get "bogged" halfway across the first span). Pretty much anything with tracks is fine, though.


  14. So if I add that MarkerLights class to my config.cpp, I then add vertices in the memory LOD with the appropriate name (e.g. create a named selection called "cerveny blink" for the red flashing ones), and I should get the lights showing up?

    'Cause I'm having no luck with that. sad_o.gif

    Where do I need to put the MarkerLights definition in my config.cpp? Inside the class definition for the building itself?


  15. I had the same sort of problems when I started out building my Sydney Harbour Bridge. I found (basically by trial & error) that if you make your roadway LOD any larger than about 65m in length you get problems with falling through gaps that aren't there.

    I decided to stick to 50m or less, and it seems to be (more or less) working. I say "more or less" because I've still got some strange problems with one of the parts, where some vehicles get "stuck" or slightly sink into the surface - it depends on the vehicle, though - HMMWVs sink slightly and slow down, Datsun utes get completely stuck, Hilux utes don't even notice... confused_o.gif Foot soldiers have no problem, though, and I don't know about choppers, but I suspect they'd be fine.

    How big are your two "halves" of the carrier?


  16. dude, if you make destructing anims for those... wow...............

    Well, gotta learn how to texture a model first, so the bridge isn't just all pale grey. whistle.gif

    But I'd like to make some decent destruction anims for the bridge. It's actually made of seven different object pieces, though, to get the length (full version is 820m end to end), so getting the whole lot to go at once might be somewhat tricky... confused_o.gif

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