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Offline ScouseJedi

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Floating custom forests config hlp plz
« on: 29 Nov 2005, 17:42:47 »
Right, I am making a custom forest and it is floating on the terrain.

1. The Model

The Forest is made up of three sections

for_T1.p3d
for_T2.p3d
for_bord.p3d

All sections have :

i) 1.00 - <2000 vertexes/faces - all vertexes 'keep height' set in properties, more LODs to follow btw.
ii) view Geo - no problems in binarize
iii) geo - mass, no problems in binarize
iv) path LOD, copied from a BIS model



2. WrpTool

Forest defined as scj_forest1, applied np
Tried JoJimbo's work around selecting a model manually setting Y value to 0 and clicking on fit ground in the Object Inspector.

The forests work great on level ground but not on slopes.

OK. You are all screaming its the config you dumbass but Im really at a loss to know what to do there despite reading the tutorial.

3. Config

In Visitor the triangle model is not even defined when defining a forest. The Visitor tutorial defines the triangle sections as les_trojuhelnik_pruchozi.p3d which is not even a triangle. Does the geolod of les_trojuhelik_pruchozi with its 2 triangular components pull in the 2 triangle.p3ds automatically?



So Questions...

a. Are there naming conventions for custom forests?


b. Given the 3 .p3ds I am working with how do I replace them in my island config:-

 o\tree\yadda      replaced by
scj_for\for_T1  

or


scj_for\for_t1    replaced by
scj_for\for_T1


c. I want to have multiple custom forests on the map how do I config these?


I know many people have asked these questions before but having look here, the wrpTool forums and BIS site I still do not have an answer.


Help appreciated,

Matt
« Last Edit: 29 Nov 2005, 17:43:09 by ScouseJedi »
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

Offline ScouseJedi

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Re:Floating custom forests config hlp plz
« Reply #1 on: 29 Nov 2005, 18:41:18 »
From an earlier post on these forums

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";
         };
      };

Now I have named my defined forest in wrpTool Forest 1 and I now have this in my config :-

Code: [Select]
class ReplaceObjects
      {
         class Forest1Border
         {
            replace="O\Tree\les_nw_ctver_mlaz.p3d";
            with[]={"scj_for\for01b.p3d"};
         };
         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[]={"scj_for\for_01_T1.p3d","scj_for\for_01_T2.p3d"};
            center="true";
         };

       
      };

Do I need to make something like les_nw_trojuhelnik ??




The Forest1Border is working fine but I get an error message when opening up the map editor :

Cannot open object scj_for\for_01_t1.p3d

and then both the Triangle models are not displayed.

In my wrpTool Objects.ini the models are defined corretly and they work (but float) without the replace objects in the config.

Any further suggestions?

Thanks, Matt


edit: I've also tried

Code: [Select]
       class Forest1Border
         {
            replace="O\Tree\les_nw_ctver_mlaz.p3d";
            with[]={"scj_for\for01b.p3d"};
         };
         class Forest1Triangle
         {
            replace="O\Tree\les_nw_trojuhelnik.p3d";
           with[]={"scj_for\for_01_T1.p3d","scj_for\for_01_T2.p3d"};
          };
         class Forest1Square
         {
            replace="O\Tree\les_nw_ctver_pruhozi.p3d";
            with[]={"O\Tree\les_nw_ctver_pruhozi.p3d"};
            center="true";
         };

As I thought that as the named properties in the forest are defined as map : forest triangle it could change something.

I was wrong.
« Last Edit: 29 Nov 2005, 18:46:08 by ScouseJedi »
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

Offline Planck

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Re:Floating custom forests config hlp plz
« Reply #2 on: 29 Nov 2005, 18:46:58 »
My memory isn't what it used to be, whilst I try to think about the floating problem again, here are a couple of links for you that I found using search.

Maybe you already read them, but just incase you didn't....

One

Two


3./
Quote
les_trojuhelnik_pruchozi.p3d which is not even a triangle

les_trojuhelnik_pruchozi.p3d is indeed a triangle of forest and even looks like a triangle of forest in Oxygen, WrpEdit and the Game Editor.
The Geometry LOD is also triangular.
It is normally used to border the square pieces in order to break up the squareness.
Maybe you meant another forest model.


Here is what BIS used in the CfgWorlds section of the game config for forest replacement.
This is from the class Abel definition:

Code: [Select]
class ReplaceObjects
{
   class ForestBorder
   {
      replace="data3D\les_su_ctver_mlaz.p3d";
      with[]={};
   };

   class ForestSquare
   {
      replace="data3D\les_su_ctver.p3d";
with[]={"data3D\les_su_ctver_pruhozi_T1.p3d","data3D\les_su_ctver_pruhozi_T2.p3d"};
      center=1;
   };
};

I hope some of this has helped.   8)


EDIT:  Seems we cross-posted.   ::)

Planck
« Last Edit: 29 Nov 2005, 18:48:03 by Planck »
I know a little about a lot, and a lot about a little.

Offline ScouseJedi

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Re:Floating custom forests config hlp plz
« Reply #3 on: 29 Nov 2005, 19:27:58 »
Deleted removeObjects from config and got the same error message. Re-Binarized and no message. Rule #1 never assume anything :)

OK Here is my config now just in case people in the future want to cut and paste it. Its working atm but if I need to change it when I add extra forests Ill post here.

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[]={};
          };
         class Forest1Square
         {
            replace="O\Tree\les_nw_ctver_pruhozi.p3d";
            with[]={};
            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";
         };
      };

And a pic of the final results with very WIP forest


EDIT: Thanks for the help though Planck

« Last Edit: 29 Nov 2005, 19:28:34 by ScouseJedi »
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore