OK, I have included two files for you all to investigate. ("Right Click" and "Save As".)
http://82.9.70.47:8192/Mytmp/bbtun01.odf
http://82.9.70.47:8192/Mytmp/bbtun01.xsi
The thing is that if I use these tunnels in the editor they work fine, I can fly the ship through them fine without jumping back onto the surface or stopping dead for no reason.
But as soon I start the game and have it going it all goes strange.
First I did have the problem of popping up to the surface and out of the tunnel but I then added "canCollide = 1" which then stops me dead in my tracks and I cannot go any further. this also happens in the editor, but when "canCollide = 1" is off I can pass through OK in the editor but not pass in the game.
Any Ideas, Or something wrong with the model...... I have it embedded into a map and I did not know this happened until I played the map. Now it is kinds messed up without the tunnel. Help urgently needed.
Thanks ;)
Are you using 1.3 or 1.2? Try it out in both versions, and see if it behaves the same way. Also, the way the files appear when I click on them in my browser look very strange without their' normal formating making it difficult to notice any obvious issues. Did the original odf have an animation as I see an entry in your odf? I don't really know if that makes any difference other then perhaps checking into the possiblity that the game engine needs to see like a dummy SI_AnimationKey entry in the xsi file. BNG.
The ODF editor added that, and It did not cause this problem as it was allready there, I used the editor to add other values that might work. It did not however.
The tunnel was tested on 1.3bp I have a feeling it might work OK on 1.2 but not sure.
The 1.3 editor seems to work fine with the tunnel, but the 1,3 game program has a problem.
I think you will have to Save File as when you click on the links, as they are opened.
mate... that model gave me a stack overflow, do you realize how bloody big it is??
youve gotta make it smaller - into segments even!!!
:roll: It is made for a big map, Not the little ones used in BZ2. I like to do things ...... BIG!!!!!!
Try the Map I posted a few weeks back, If you still got it. It should fit into that map perfectly!!!. Note I have not included any entry or exit modules, you will have to move your ship into the tunnel before saving then playing it.
Anyone that does not have the map, they will need a level that has a terrain set to in the trn file: -
[Size]
MetersPerGrid=32.0
HeightGranularity=0.1
MinX=-1024
MinZ=-1024
Width=2560
Depth=2560
Height=100
Tile=1
The model will fit perfectly in to the map.
im curious... what does stack overflow do and what is it?
It is when a program has used more memory on the stack then the stack has been allocated, hence overflowing the stack, usually corrupts a program at that point.
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no - shane - the model will not work in the game because it is too large - even on the correct size map it will not work
Quote from: bigbadbogie on June 08, 2008, 11:24:38 PM
no - shane - the model will not work in the game because it is too large - even on the correct size map it will not work
It works fine when I loaded it up and if you read my first post it says I can fly through it, but in the game, I jump out the tunnel at some point, like a face or something is out of place or something to do with collition.
Quote from: bigbadbogie on June 08, 2008, 11:24:38 PM
no - shane - the model will not work in the game because it is too large - even on the correct size map it will not work
BBB, that is not true, test before you say things like that and asert them as facts.
I have objects 50 times larger than that. I was running into fog issues though.
Umm Pritty sure I solved the problem,
The tunnel seems to be fine, it is the buildings that might be the problem.
EG I have this huge tunnel under the ground and any building I put in or over the top of the tunnel will interfear with the it, and if a building is destroyed like a guntower turret then a hole of somesort will open in the tunnel and the player will jump to the surface of the map making the tunnel unusable.
I have solved this problem by removing guntower class turrets out and above the tunnels, but I realy wanted to use them.
Also removed any buildings around the top of the tunnel on the surface as this also made holes in the tunnel.
Any Idears how I use guntower turrets in the tunnels. Seems the building classes are conflicting with the tunnel.
Hope this gives new Idears...
Shane
Quote from: Nielk1 on June 08, 2008, 11:46:15 PM
BBB, that is not true, test before you say things like that and asert them as facts.
I have objects 50 times larger than that. I was running into fog issues though.
really... you have buildings that take up a 128000x128000 map?? id like to see that!!!
So you know the map squares where also huge.
I was trying to make a planet to scale from a space mod. Don't go for perfect 1:1 scale, trust me.
On the bright side, I can get some rather huge things in reasonably.
a... planet... to... scale.....
wow!!! -- im having problems putting in a carrier that is tiny compared to that -
Technicly, mine is not as bad as it sounds as the map squares were massive two.
I think this thing only took up 1 square:
(http://www.arc.bzwasteland.com/forum/download/file.php?id=86)
thats an awesome model nielk1
That is a cool model. Eventually, I'd like to make a water based aircraft carrier now that I have a general understanding of modeling. Something that could actually launch at least one aircraft at a time and recover it as well. I guess that would probably require a custom odf huh?
i reckon it could be faked pretty well but if it was a building it wouldnt build on water (or would it? ive never tryed)
and vehicle collisions are too poo to let it happen lol
If you copy/paste the tunnel frame-mesh and rename the second one collision_h it will create an invisible collision frame exactly the same shape as the tunnel, this model might stress bz2 out with a collision frame if it has allot of polys.
No you cannot put colliding buildings on top of or inside other buildings, obviously you can put vehicles on or in tunnel buildings.
In the 1.3 console there is debug.collision, which it very usefull with buildings.
The other way to do tunnels is to use the map as the tunnel floor and build the tunnel roof and ground above as the model.
Remember the short collapsing tunnel in one of the stock bane 1 player missions, its in the xsi pack.
Quote from: mrtwosheds on June 09, 2008, 06:09:48 PM
If you copy/paste the tunnel frame-mesh and rename the second one collision_h it will create an invisible collision frame exactly the same shape as the tunnel, this model might stress bz2 out with a collision frame if it has allot of polys.
No you cannot put colliding buildings on top of or inside other buildings, obviously you can put vehicles on or in tunnel buildings.
In the 1.3 console there is debug.collision, which it very usefull with buildings.
The other way to do tunnels is to use the map as the tunnel floor and build the tunnel roof and ground above as the model.
Remember the short collapsing tunnel in one of the stock bane 1 player missions, its in the xsi pack.
If you look at the model in a 3D editor it looks very detailed, as it was exported from battlezone at the start, so making a Collision is not suitable, I allready knew this little trick, Like in my mod it uses this same Idea. The tunnel it's self is fine. But because it is terrain Class, I cannot put other building on top or in it, alltho the game allows this, but once the object is destroyed any vehicle near the destroyed building will jump to the surface.
I do not know what the Debug Collision in the comsole will do. What is it?
And making the tunnel like you said will not be suitable for this type of map. The player needs to go under the ground.
All I can do is think of using diffrent classes that will work in the tunnel. The PowerLug works well and can have animation in the building. Also units work OK as well. But I want to have guntowers in the tunnel. Any ideas how to make this without using the turret class?
Debug.collisions highlights building collision frames in blue, so you can see where they work or not.
QuoteBut I want to have guntowers in the tunnel. Any ideas how to make this without using the turret class?
I think Gun towers are just terrain owning turret class, if they don't own terrain they would use a vehicle type collision. you would probably have to spawn them in the tunnel via a script.
Also note that some effects do not work underground, emiters, lights etc