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Offline jeffs

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Roads...
« on: 05 Apr 2004, 00:31:30 »
I've searched to no avail... I'm looking for information on making a custom road p3d...   Any pointers whould be greatly appreciated.

Offline Planck

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Re:Roads...
« Reply #1 on: 05 Apr 2004, 01:30:15 »
Yes try looking at an MLOD road model in Oxygen to see how it works.

One of the road models from the Demo of the original OFP should be fine.


Planck
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Offline oyman

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Re:Roads...
« Reply #2 on: 05 Apr 2004, 03:53:47 »
look in the provided zip open in o2 and learn  :)

Offline jeffs

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Re:Roads...
« Reply #3 on: 05 Apr 2004, 22:11:32 »
Thanks so much for the posts... The million dollar question I have is really setting up the config for these things.  Basically I have an Island pbo file with a sub directory for roads and another for buildings.  I'm kinda lost when it comes to the config file... Any help would be greatly appreciated.

Offline Planck

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Re:Roads...
« Reply #4 on: 05 Apr 2004, 22:38:59 »
jeffs

Got to the Editors Depot and get yourself a copy of the Commented Configs by BIS.

Then study them, they will give you a lot of insight.


Planck
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Leone

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Re:Roads...
« Reply #5 on: 06 Apr 2004, 05:51:59 »
No, it won't for roads. There is no entries for the road models themselves. There are mentions in cfgSurfaces and cfgEnvSound. The way I suspect to do this would be to copy the properties given to roads through 02 in the demo, and to make sure you use one of the prefaces "silnice", "cesta" or "asfalt" in your model name, in the hope that OFP will go "That's a road!" and give it the right characteristics. As for the config I would suggest making it as neutral as possible, like basing it off TargetGrenade or something  :-\

Offline Planck

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Re:Roads...
« Reply #6 on: 06 Apr 2004, 20:46:55 »
Maybe not for roads Leone, but it will certainly help him to understand config.cpp files better.


Planck
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Leone

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Re:Roads...
« Reply #7 on: 07 Apr 2004, 06:41:14 »
that=true  ;D

Offline jeffs

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Re:Roads...
« Reply #8 on: 07 Apr 2004, 21:51:05 »
I guess the issue I am running into is getting the textures to work in game.  The raod shows up and functions as a road, but the textures do not show.  Any assistance would be greatly appreciated.


Offline Planck

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Re:Roads...
« Reply #9 on: 07 Apr 2004, 22:05:20 »
Try prefixing all your road textures with silnice or asfalt or cesta, depending on which type of road you made.

cesta is a dirt road.
asfalt is a asphalt road.
silnice is a 'clean' street type road or highway.

Here is some info I was able to gather today.

class CfgSurfaces
{
   class Roadway
   {
      access = ReadOnly;
      files=silnice*;
      rough=0.005;
      dust=0.01;
      soundEnviron = road;
   };
   class Asfalt: Roadway
   {
      access = ReadOnly;
      files=asfalt*;
      rough=0.01;
      dust=0.05;
      soundEnviron = road;
   };
   class Cesta: Roadway
   {
      access = ReadOnly;
      files=cesta*;
      rough=0.08;
      dust=0.15;
      soundEnviron = gravel;
   };
};

That is a part of a cfgSurfaces section I found in the commented configs..

The following is what I found by looking at MLOD models of each road type in Oxygen.

Example looking at silnice25.p3d in Oxygen.

LOD:  0.500
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\silnice.paa
Named Selections:  None
Named Properties:  class....road

Memory LOD
4 Points
Points Properties:  Surface (Normal), Fog (Normal), Decal (Normal), Lighting (Normal)
Named Selections:  LB, LE, PB, PE....Each selection is 1 point.
Named Properties:  None

Roadway LOD
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\silnice.paa
Named Selections:  silnice......Selection is all 4 points.
Named Properties:  None


Example looking at asfaltka25.p3d in Oxygen.

LOD:  0.000
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\asfaltka.paa
Named Selections:  None
Named Properties:  class....road

Memory LOD
4 Points
Points Properties:  Surface (Normal), Fog (Normal), Decal (Normal), Lighting (Normal)
Named Selections:  LB, LE, PB, PE....Each selection is 1 point.
Named Properties:  None

Roadway LOD
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\silnice_top_hi.pac
Named Selections:  None
Named Properties:  None


Example looking at cesta25.p3d in Oxygen.

LOD:  0.500
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\cesta.paa
Named Selections:  None
Named Properties:  class....road

Memory LOD
4 Points
Points Properties:  Surface (Normal), Fog (Normal), Decal (Normal), Lighting (Normal)
Named Selections:  LB, LE, PB, PE....Each selection is 1 point.
Named Properties:  None

Roadway LOD
4 Points, 1 Face
Points Properties:  Surface (On surface), Fog (Normal), Decal (Normal), Lighting (Normal)
Face Properties:  Enable Shadow, Enable Texture Merging, Z-Bias (None), Lighting (Normal)
Textures and Paths:  data\cesta.paa
Named Selections:  None
Named Properties:  None

Hope some of this info helps you a little.


Planck
« Last Edit: 07 Apr 2004, 22:08:17 by Planck »
I know a little about a lot, and a lot about a little.