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pertti49

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Bridge problen?
« on: 11 Feb 2003, 17:11:23 »
I have started Arnhem map and bumped up this kind of problem? if somebody knows the right placeing hight of the most stred30 that the block whount sink and the right wather dept please help i have set all blocks to 0,00 hight and the first block seems to do fine but more going center the blocks going down and middleparts are under wather? ???(fitted to ground is removed)so thats not the reason
greetings:pertti49

Offline Garcia

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Re:Bridge problen?
« Reply #1 on: 11 Feb 2003, 19:38:34 »
umm, i had that problem too once
i think i put the hight of the water to 0
don't remember what the bridge height was  :-\
u just gotta try a few things ;)

pertti49

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Re:Bridge problen?
« Reply #2 on: 11 Feb 2003, 20:06:44 »
but the wather cant be deep 0 the wrp see it as ground then and the ai whount use the bridge then besauce they can run over the surfase and there is no wather then, i tryed to open Nogova to see how the brigge is positioned, but eaven if i remove the first bytes and try to open wrp it whount open, besauce no bridge=no Arnhem :(
greetings:pertti49

Jakerod

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Re:Bridge problen?
« Reply #3 on: 11 Feb 2003, 20:51:31 »
Just test it. Make sure the ground at each end is flat. Then make sure the water is the same way all across. Put the bridge in the middle of each cell. And just keep chaning the height and see how it works then make every piece have the same height.

Waterman

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Re:Bridge problen?
« Reply #4 on: 11 Feb 2003, 21:12:29 »
Try this:

1) Make sure the bridge section actually touches the ground (wether it is under water level or not).
2) Set the height of the bridge section by un-ticking the "Fit to Ground" box and then type in your height.
3) Don't touch it again unless neccesary. If you do have to touch it, repeat these steps.

To be safe I make sure the bridge section(s) is/are where I want it exactly, then save it.  Close WRPedit and re-open it to continue work.

Hope this helps,
Waterman. :)

pertti49

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Re:Bridge problen?
« Reply #5 on: 11 Feb 2003, 21:59:41 »
Sorry guys i let u down but cant get the bridge right :( if somebody is skilled to do this i whould be happy, so please if u think u can fix this please contact akihannos@hotmail.com, or put your e-mail under the topic or personal message and ill post the wrp to you thanks.
greetings:pertti49

Offline Planck

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Re:Bridge problen?
« Reply #6 on: 11 Feb 2003, 22:11:48 »
Ok pertti,

I'll have a look at it for you.

You should already have my email, but here it is again anyway:

mcnicoll7@yahoo.com


Planck
I know a little about a lot, and a lot about a little.

Nasty Buttler

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Re:Bridge problen?
« Reply #7 on: 25 Feb 2003, 05:20:50 »
i believe you only need to unclick the fit to ground box and then type in a height...
thats how it worked for me, i got about 5 bridges in my map

pertti49

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Re:Bridge problen?
« Reply #8 on: 25 Feb 2003, 15:33:13 »
problem has solved got new bridge on my map look Arnhem topic to see but tx anyway ;)
greetings:pertti49

Plizkin

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Re:Bridge problen?
« Reply #9 on: 25 Feb 2003, 15:37:55 »
maybe you can use the setpos command:
in the bridge`s init.:
this setpos[(getpos this select 0),(getpos this select 1), 2]  ;)

p.s: perrti, I shouldn`t talk to you like that.

pertti49

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Re:Bridge problen?
« Reply #10 on: 25 Feb 2003, 20:42:46 »
tell me all about editor commands :D ;)
greetings:pertti49

Offline Gielovic

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Re:Bridge problen?
« Reply #11 on: 25 Feb 2003, 21:23:41 »
You talk about the hight, but what is the code for a bridge block? Can I find it in 3Ddata?

Offline Gielovic

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Re:Bridge problen?
« Reply #12 on: 26 Feb 2003, 14:02:13 »
I have the name now, sorry for that question, but I have a blank bridge without any textures or colors on it, like the bridges in Nogova.

Offline Gielovic

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Re:Bridge problen?
« Reply #13 on: 26 Feb 2003, 14:12:24 »
Here is the bridge

Waterman

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Re:Bridge problen?
« Reply #14 on: 26 Feb 2003, 17:14:02 »
Try: Data3D/most_stred30.pbo
and: O/most_stred30.pbo

These are two different bridges... The O.pbo one is the one you see in Nogova and the Data3D is an extra one that they didn't use.
Not sure if I got that right way round, but just try it...

Hope this helps...
Waterman. :)

pertti49

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Re:Bridge problen?
« Reply #15 on: 27 Feb 2003, 11:12:35 »
as:Data3D/most_stred30.pbo havent found it under that folder so u must have some special edition of resistance ;D
greetings:pertti49

Offline Gielovic

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Re:Bridge problen?
« Reply #16 on: 27 Feb 2003, 16:42:57 »
I've an Official Expansion Pack so, don't know what's Wrong

Waterman

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Re:Bridge problen?
« Reply #17 on: 27 Feb 2003, 17:15:36 »
Believe me. I have used Data3D/most_sred30. Just look on Skye at the bottom fight corner of island and there it is.  Maybe it's because you have to search for it, then add it.

But it is there.... ;)

Waterman :)

Offline Gielovic

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Re:Bridge problen?
« Reply #18 on: 27 Feb 2003, 21:34:25 »
You guys talking about O.pbo. I found it in Res/addons, but when I add it in the PBmanager of WRPedit it's an empty file. Even if I paste it in the OFP/DTA folder!
O yeh, that RES/DTA/DATA3D/most_stred30 is white, it doesn't work!!!! I want to have a normally colered bridge!!!

Offline Planck

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Re:Bridge problen?
« Reply #19 on: 27 Feb 2003, 22:07:22 »
@Gielovic

WrpEdit cannot read O.pbo.
You need to make a copy of O.pbo elsewhere and use a hex editor to remove the first 46 bytes.

Search the forum, all this has been covered before in other threads.
If you search you will find the answers.

@pertti

most_stred30.p3d is also in the Resistance Data3d.pbo, but, this particular one is not the same bridge as the one in O.pbo.
Both bridges work fine, although the Data3d version doesn't seem to have the handrails completed and is a lot smaller physically than the O.pbo version which you see on Nogova.


Planck
I know a little about a lot, and a lot about a little.

Offline Gielovic

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Re:Bridge problen?
« Reply #20 on: 28 Feb 2003, 11:10:45 »
Can't somebody just send me the bridge .p3d?
I really need it!!

deadshotscott

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Re:Bridge problen?
« Reply #21 on: 01 May 2003, 02:52:07 »
Try this:

1) Make sure the bridge section actually touches the ground (wether it is under water level or not).
2) Set the height of the bridge section by un-ticking the "Fit to Ground" box and then type in your height.
3) Don't touch it again unless neccesary. If you do have to touch it, repeat these steps.

That's what i needed, i was having same prob.  thx waterman!

ameagle2

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Re:Bridge problen?
« Reply #22 on: 14 May 2003, 21:40:52 »
Speaking of Bridges, is there a way to place a bridge so that they'll be placed at exactly same height for each terrain level?
(Here, Make a smooth hill for 4 cells, starting at -10 and ending at 50. After making miniscule changes, load it on OFP. Although the bridge is fine with "lowest" terrain detail, but the bridge position gets messed up once you set it to "normal," "High" etc. Now, I'm unchecking "Fit to ground" and setting the Y coordinate manually.)

Offline Planck

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Re:Bridge problen?
« Reply #23 on: 15 May 2003, 00:19:05 »
I think you have the method just right......that is the only way to do it.

Although it is always best to make your bridge heights for Normal Detail because the vast majority of users will be using normal.

If anyone wants a version for Low Detail it will have to be made specially.


Planck
I know a little about a lot, and a lot about a little.

MadAussie

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Re:Bridge problen?
« Reply #24 on: 19 May 2003, 05:55:55 »
Hey guys..
I had a post like this.. similar probs too..
1stly I have a prob with the second smaller bridge..i have it but my vehicles cant use it.. they sink about 1m like quicksand and freeze in the middle :) Amusing.. anyone else had this...
2ndly The fit-to-ground problem.. I recognize Planck as the expert on this...received advice etc .. however.. I found that if all levels are the same eg.  Y -2.00.. then they will be perfect in L-Detail.. it is when the detail is increased that problems occur.. for me ;)
If terrain is relatively simple.. setheight 20 on both sides of bridge, for about 3 cells either side of central position.. then warping was minimal.. but as planck said for more detailed versions.. the boring and monotonous procedure of change height..save.. then check ingame is essential

Now for a final  problem not spoken of yet..(i think)
I have 6 bridges on my map..( Iraq-port region).. all correct height in LD but (planck fixed this once before me).. I need 3 sometimes up to 5 waypoints to get them to cross bridge.. sometimes Armoured wont at all..
All Cells + Flags set as previously spoken.. Im wondering if when i change bridge flags.. whether the geommetry or incline levels should be the same..(incline 0 ??)
MadAussie out...

Offline Planck

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Re:Bridge problen?
« Reply #25 on: 20 May 2003, 02:34:44 »
I have also looked at the inclines for the slopes either end of bridges, but as yet I have not discovered a coherent pattern.

The way I normally get AI to cross a bridge is to set ALL cells that the bridge is standing on as Roadway.

This must be done AFTER you have reset the terrain flags after working on the island, otherwise the bridge route will be reset to not-Roadway.

One last thing, I have come across a case where this does not work, in this particular case the bridge was not set North-South or East West, is was more like NorthEast- SouthWest.
In other words it was approx 40 degrees orientation.

Some Ai did cross it, but some, notably armour refused point-blank to cross it.

Hope some of that helps.


Planck
I know a little about a lot, and a lot about a little.

Leone

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Re:Bridge problen?
« Reply #26 on: 20 May 2003, 15:37:53 »
Just a thought....when you are adjusting terrain height in WRPEdit you are changing a single point, which then affects a hexagon around it. If the bridge is placed exactly on this point, would it then be the same height at all terrain detail values?

MadAussie

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Re:Bridge problen?
« Reply #27 on: 27 May 2003, 11:24:20 »
Hmmm
Gday guys..
Ill get onto it  ASAP.. C what i come up with..excuse the delay though i dislocated rotator cuff so am working one handed..
Relating to plancks last post.. all my bridges are n/s or e/w.. ill get round to sending it for a peep when you have time
MadAussie out....

Offline Dig69

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Re:Bridge problen?
« Reply #28 on: 01 Aug 2003, 13:31:25 »
I'm having that same problem early in the post..   with the bridges differing in hieghts....  i've done all the things that where suggested over and over with a little better result .  but still i got the different hieghts..
     i got 2 bridges so far... one going at a 45 and the other going N and S
...  as far as AI...  even with the couple of bad sections i got them to take both armor (m1a1) and a jeep across the bridge...  he even jumped to the lower sections and haulled ass across no problems. but no matter what i do when i save in WRP edit..  it will switch a few sections of the bridge back to fit to ground.   anyone know why this is?..

   on that note... i noticed that when i go back into the editor after testing and seeing the sections that are bad...  they will all be checked as fit to ground not just the ones that where bad

                           looking for any suggestions...

            dig

MadAussie

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Re:Bridge problen?
« Reply #29 on: 05 Aug 2003, 17:32:06 »
Gday mate..
Ive fixed my problem...!!
As long as all settings in Flags are the same there shouldnt be a hassle. eg values incline,damage etc are similar.. all at 1, 0, 0 ive found AI to be good .. 9 bridges currently.. im also using a few as freeways!! he he hic  :o
For your question.. anything you place must be placed on ground or at some level under.. otherwise game automatically sets them to ground.. frustrating but nothing we can do..
Finished rambling.. back to Umm Qasr :)

MadAussie out...

MadAussie

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Re:Bridge problen?
« Reply #30 on: 05 Aug 2003, 17:36:16 »
Again..
I forgot OFP Resistance option of LOW terrain detail and HIGH will play up with bridge and fence settings.. need two versions or one fixed setting.. Normal :)
One other prob ive had is soldiers suiciding off bridge when it is over land and not water.. if that is shortest distance for them to get to target etc..
thats my two-bobs worth
MadAussie out again....

Offline Dig69

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Re:Bridge problen?
« Reply #31 on: 12 Aug 2003, 14:48:23 »
problems fixed....  in case anyones wanting to know what i found...
  a small very small area right where the bridge beam was hitting the ground was just a little deeper than all the rest. making the bridge lower no matter what in that area....  where all the other sections where just .10 above fit to ground level..  this one was just short of that...  had to look very very close to notice it at all..
       as for AI and my bridge....  they all seem to work fine without taging them as roads....   results are varied though...  like for instance...  i can get a an m-60 to roll across it fine with hatches down in combat mode shooting the whole way.... but an m1..  either opened up or buttoned up will do it right only 50% of the time...  go figure
   would be nice to see some examples of how ai figure paths in game... i saw where this could be done in the game with a console commande that showed the path ai plotted to travel.

                                              still alot to learn..
                                                         dig

aries_pup

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Re:Bridge problen?
« Reply #32 on: 16 Nov 2004, 11:54:46 »
HI, i was hoping that someone could send me a p3d file of the bridge that is working well... AI and all... coz i managed to align the bridges properly in Visitor, but it seems like there might be some problems in the config or the visitor file...

Please send to rosennalee@hotmail.com.

Thanks~!