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Author Topic: Useful 'Visitor2' users guide?  (Read 1996 times)

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Undertaker

  • Guest
Useful 'Visitor2' users guide?
« on: 18 Jul 2004, 16:31:46 »
Is there such a thing as a complete guide to using 'Visitor2'?

I've discovered that it's a great tool for island design, and handles roads beautifully, but I'm having problems with invisible objects and missing textures, and there seems to be not one source able to answer the question "why?!".  There are plenty of snippets of info around, and a VERY basic tutorial, but nothing seems to fix the problems I'm having, especially to do with using (and seeing) objects from O.pbo, and getting those transitional textures to stop appearing white (both in Buldozer and OFP). The more I look into it, the more confusing it becomes.   ???

Anyone know of an idiot's guide?  I don't wanna go back to wrpedit!!!   :-X

Jakerod

  • Guest
Re:Useful 'Visitor2' users guide?
« Reply #1 on: 21 Jul 2004, 04:15:42 »
Hopefully this isn't too long... Just something I put together to help people it is no where near being able to teach you how to use the hold thing but I hope it will help atleast one person.


--->Textures<---
   Sand- "pt.paa"
   Rock- "s2.paa"
   Grass- "t1.paa"
   Grass(2)- "b1.paa"
   Forest Dirt- "j1.paa"

--->Nature Objects<---
Loading Objects-
   Tools>Nature Objects>Add
      Select o\Skal\Skala 1_1.p3d
      Hold Left shift and select
      o\Tree\Smrk_velky.p3d
      --Hit Okay--
      
      Skala- Rocks
      Akat - Tree
      dd_borovice - tree
      dd_bush - bush
      dd_rakosi - Cat Tail Plant
      dubfx - small tree
      javor - tree
      javor01posed - tree house
      les... - Forest pieces DO NOT USE!!!
      Smrk - Pine Tree
   Randomize Options (On Right Side)
Trees-
   Randomize Size 0-50         
   Randomize Angle 10-10         
   Randomize Orientation 180-180      
Bushes and Rocks-
   Randomize Size 50-50         
   Randomize Angle 20-20         
   Randomize Orientation 180-180      

   Note: Must Check off Boxes for each individual object in the list

--->Artificial Objects<---
      Tools>Artificial Objects>Add
      Select o\House\aut_zast.p3d
      Hold Left shift and select
      o\misc\zidel_mala1.p3d
      --Hit Okay--

DO NOT SELECT ANY OF THE RANDOMIZE OPTIONS FOR THESE!!!
NOTE: There may be other objects that u want to add under
   o/divk

--->Roads<---
   Tools>Roads>Add

   -Name it Sil         -Main Highway-
      Max. Angle 60
      Max. Bank 40
      Check off Automatically align to surface
   Click on the Straight Part Tabs>Hit Add
      Add o\road\sil25.p3d
      Add o\road\sil12.p3d
      Add o\road\sil6.p3d
   Click on the Curves Tab> Hit Add
      Add o\road\sil10 100.p3d
      Add o\road\sil10 75.p3d
      Add o\road\sil10 50.p3d
      Add o\road\sil10 25.p3d
   Click on the Terminators Tab> Hit Add
      Add o\road\sil6konec.p3d

      Hit Okay
      Add
   
   -Name it Ces         -Dirt Road-
      Max. Angle 60
      Max. Bank 40
      Check off Automatically align to surface
   Click on the Straight Part Tabs>Hit Add
      Add o\road\Ces25.p3d
      Add o\road\Ces12.p3d
      Add o\road\Ces6.p3d
   Click on the Curves Tab> Hit Add
      Add o\road\Ces10 100.p3d
      Add o\road\Ces10 75.p3d
      Add o\road\Ces10 50.p3d
      Add o\road\Ces10 25.p3d
   Click on the Terminators Tab> Hit Add
      Add o\road\Ces6konec.p3d

      Hit Okay
      Add

   -Name it Asf         -Asphalt Road-
      Max. Angle 60
      Max. Bank 40
      Check off Automatically align to surface
   Click on the Straight Part Tabs>Hit Add
      Add o\road\Asf25.p3d
      Add o\road\Asf12.p3d
      Add o\road\Asf6.p3d
   Click on the Curves Tab> Hit Add
      Add o\road\Asf10 100.p3d
      Add o\road\Asf10 75.p3d
      Add o\road\Asf10 50.p3d
      Add o\road\Asf10 25.p3d
   Click on the Terminators Tab> Hit Add
      Add o\road\Asf6konec.p3d

      Hit Okay
      Add

   -Name it Kos          -Cobble Stone Road-
      Max. Angle 60
      Max. Bank 40
      Check off Automatically align to surface
   Click on the Straight Part Tabs>Hit Add
      Add o\road\Kos25.p3d
      Add o\road\Kos12.p3d
      Add o\road\Kos6.p3d
   Click on the Curves Tab> Hit Add
      Add o\road\Kos10 100.p3d
      Add o\road\Kos10 75.p3d
      Add o\road\Kos10 50.p3d
      Add o\road\Kos10 25.p3d
   Click on the Terminators Tab> Hit Add
      Add o\road\Kos6konec.p3d   
           
      Hit Okay

      Go to the tab at the top that says Cross Roads

      Add o\road\kr_new_asf_asf_t.p3d
        Check Off Automaticaly Align to Surface
         A=Asf
         B=Asf
         C=Asf
      Add o\road\kr_new_asf_ces_t.p3d
        Check Off Automaticaly Align to Surface
         A=Asf
         B=Asf
         C=Ces
      Add o\road\kr_new_asf_sil_t.p3d
        Check Off Automaticaly Align to Surface
         A=Asf
         B=Asf
         C=Sil
      Add o\road\kr_new_kos_kos_t.p3d
        Check Off Automaticaly Align to Surface
         A=Kos
         B=Kos
         C=Kos
      Add o\road\kr_new_kos_sil_t.p3d
        Check Off Automaticaly Align to Surface   
         A=Kos
         B=Kos
         C=Sil
      Add o\road\kr_new_sil_asf_t.p3d
        Check Off Automaticaly Align to Surface   
         A=Sil
         B=Sil
         C=Asf
      Add o\road\kr_new_sil_ces_t.p3d
        Check Off Automaticaly Align to Surface   
         A=Sil
         B=Sil
         C=Ces
      Add o\road\kr_new_sil_kos_t.p3d
        Check Off Automaticaly Align to Surface   
         A=Sil
         B=Sil
         C=Kos
      Add o\road\kr_new_sil_sil_t.p3d
        Check Off Automaticaly Align to Surface   
         A=Sil
         B=Sil
         C=Sil
      Add o\road\kr_new_silxsil.p3d
        Check Off Automaticaly Align to Surface   
         A=Sil
         B=Sil
         C=Sil
         D=Sil

      Hit Okay

--->Forest<---
   Tools>Forest>add
   Name:Forest1
   Square-fill: o\tree\les_nw_ctver_pruhozi.p3d
   Square-fill: o\tree\les_nw_ctver_mlaz.p3d
   Square-fill: o\tree\les_nw_trojuhelnik.p3d

   Hit Okay

   Hit Add
   Name:Forest2
   Square-fill: o\tree\les_nw_jehl_ctver_pruhozi.p3d
   Square-fill: o\tree\les_nw_jehl_mlaz.p3d
   Square-fill: o\tree\les_nw_jehl_trojuhelnik.p3d

   Hit Okay
   Hit Okay


--->Hints and Tips<---

(In Buldozer)
I- Makes terrain Go up Large Intervals
U- Makes terrain Go up small Intervals   
K- Makes terrain Go down Large Intervals
J- Makes terrain Go down small Intervals

Holding Right Click and Turning Mouse- Rotates Selected Object(s)

Holding Left and Moving Mouse- Moves Object

Kragina-Textury- Textures
Poirodni Objekty- Natural Objects
Lidske Objekty- Artificial Objects
lesy- Forest
Siti- Road

Placing Objects-
   Right Click
   

Undertaker

  • Guest
Re:Useful 'Visitor2' users guide?
« Reply #2 on: 21 Jul 2004, 09:13:57 »
Thanks, that's a good place to start!


Undertaker

  • Guest
Re:Useful 'Visitor2' users guide?
« Reply #3 on: 23 Jul 2004, 09:22:43 »

Hopefully this isn't too long... Just something I put together to help people it is no where near being able to teach you how to use the hold thing but I hope it will help atleast one person.

....

--->Forest<---
   Tools>Forest>add
   Name:Forest1
   Square-fill: o\tree\les_nw_ctver_pruhozi.p3d
   Square-fill: o\tree\les_nw_ctver_mlaz.p3d
   Square-fill: o\tree\les_nw_trojuhelnik.p3d

   Hit Okay

Just a follow-up question in relation to the forest settings:  After adding these forests to my island, I found that the 'ctver' type doesn't allow me to enter the forest. I'm presuming that this is only applicable to the 'square fill' section, as the triangular sections seem to be fine. Do you know of any alternate forest sections that will allow a player to enter?



Offline shinraiden

  • Members
  • *
  • kiite, mite, katta
Re:Useful 'Visitor2' users guide?
« Reply #4 on: 27 Jul 2004, 19:39:07 »
The whole mess with forests - what works and what doesn't, and the config.cpp code to make it work - is explained in the WRPtool manual, and is essential reading for all three editors.

Undertaker

  • Guest
Re:Useful 'Visitor2' users guide?
« Reply #5 on: 28 Jul 2004, 05:58:10 »
The whole mess with forests - what works and what doesn't, and the config.cpp code to make it work - is explained in the WRPtool manual, and is essential reading for all three editors.

Thanks for the pointer. I read that WrpTool had a great manual, but I didn't even consider that it would also be relevant in terms of general OFP editing tips. Great suggestion!


Jakerod

  • Guest
Re:Useful 'Visitor2' users guide?
« Reply #6 on: 30 Jul 2004, 20:57:28 »
Whoops sorry I kind of left out that part about the config file.

Code: [Select]
   class ReplaceObjects
      {
      class Forest1Border
      {
      replace="O\Tree\les_nw_ctver_mlaz.p3d";
      with[]={};
      };
      class Forest1Triangle
      {
      replace="O\Tree\les_nw_trojuhelnik.p3d";
      with[]={"O\Tree\les_nw_trojuhelnik.p3d"};
      };
      class Forest1Square
      {
      replace="O\Tree\les_nw_ctver_pruhozi.p3d";
      with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"};
      center="true";
      };
      class Forest2Border
      {
      replace="O\Tree\les_nw_jehl_mlaz.p3d";
      with[]={};
      };
      class Forest2Triangle
      {
      replace="O\Tree\les_nw_jehl_trojuhelnik.p3d";
      with[]={"O\Tree\les_nw_jehl_trojuhelnik.p3d"};
      };
      class Forest2Square
      {
      replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d";
      with[]={"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"};
      center="true";
      };
      };