Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: mrtwosheds on June 15, 2008, 09:58:38 PM

Title: Mod conversion, questions for pb4
Post by: mrtwosheds on June 15, 2008, 09:58:38 PM
Thought I start a new topic, as I will clearly have allot of questions to ask while converting The Legions Of Skaro to pb4.

Yes I have just copied the whole thing over and am starting to deal with issues.

I am slowly reading the change log!

Previously my extractors had that old issue the scion extractor had, when a scav deploys the (sunken) extractor model is built on top of the pool and then drops down to ground level once completed, was a small ugly issue. Now the same thing happens but the ground comes up to meet the extractor. Big problem.
Any clues as to why this may be and how I might fix it (without redesigning the extractor model)
Title: Re: Mod conversion, questions for pb4
Post by: bigbadbogie on June 15, 2008, 10:18:16 PM
change the scav's setAltitude to 1.5 and see if that helps - thats what i had to do to the qf one
Title: Re: Mod conversion, questions for pb4
Post by: General BlackDragon on June 15, 2008, 10:20:00 PM
adjusting the height of the model and/or setaltitude to match.
Title: Re: Mod conversion, questions for pb4
Post by: mrtwosheds on June 15, 2008, 10:54:25 PM
Its a hoverscav its already set to
setAltitude = 0.875     //Height from the ground

more would look silly.
I see a bit in the changelog about exchanging pools and extractors, presumably this is the source of the behaviour change.
The base part of the extractor is the scion extractor base, with a different texture. as far as I can tell the stock model has not been altered or replaced.

Hmm just removed ownsterrain=1 from odf. will test later.
Title: Re: Mod conversion, questions for pb4
Post by: General BlackDragon on June 15, 2008, 11:10:15 PM
Basically, since your scavenger is 0.875 meters in the air, the extractor is created at that height. So, Adjust the origin of the extractor to accomodate for a scavenger deploying at 0.875 in the air. (move the height of everything up or down by 0.875 in notepad. honestly can't recall wich direction though)
Title: Re: Mod conversion, questions for pb4
Post by: Nielk1 on June 15, 2008, 11:22:14 PM
GBD, I tried that with no luck. I will invite you into the beta for my Simple Rec Variant Pack
Title: Re: Mod conversion, questions for pb4
Post by: General BlackDragon on June 15, 2008, 11:52:20 PM
kk. Remind me to fiddle with it tomorrow. Although no promises. As I've learned from modding, sometimes things just dont work  :lol:
Title: Re: Mod conversion, questions for pb4
Post by: bigbadbogie on June 15, 2008, 11:53:17 PM
whats going on n1?

if you need help just ask
Title: Re: Mod conversion, questions for pb4
Post by: mrtwosheds on June 15, 2008, 11:57:11 PM
The stock scion extractor sometimes does it too and spires (in 1.2) I have not seen it in 1.3
It seems to be that the bottom of the model is placed at ground level instead of the root, this now causes the ground to raise, breaking the terrain if its next to a building, the terrain goes down again when the extractor is destroyed.

This conversion is not going to be quick, quite allot of my stuff needs fixing.
Title: Re: Mod conversion, questions for pb4
Post by: mrtwosheds on June 23, 2008, 08:40:03 PM
After a quick dvscav rebuild, putting the dummy root at the base, I conclude the following.

From 1.3 pb4 HoverScavs will build extractors at their setAltitude above the pool ground level, pulling the terrain up to that height.

So I set setAltitude = 0.0
For some reason my scavs still hover at an acceptable height from the ground.
Title: Re: Mod conversion, questions for pb4
Post by: Nielk1 on June 24, 2008, 03:03:10 AM
I used a line to align my scav's deployed for to the ground. It makes it build with a tear and snap to the ground afterward.

I can not get the hover heights to work how I want, and items at height 0 do not fall when they are a higher altitude then they should be.
Title: Re: Mod conversion, questions for pb4
Post by: Steeveeo on June 24, 2008, 03:41:00 AM
Im guessing that making a pseudo-hoverscav would work better than a real one (ie, invisible tracks).
Title: Re: Mod conversion, questions for pb4
Post by: Nielk1 on June 24, 2008, 03:52:50 AM
Nope, water becomes an issue.
Title: Re: Mod conversion, questions for pb4
Post by: mrtwosheds on June 24, 2008, 07:05:36 PM
Quoteand items at height 0 do not fall when they are a higher altitude then they should be.
Yes I noticed that, scavs hovering around at all different heights, quite a cool feature really, if it had been deliberate.
Title: Re: Mod conversion, questions for pb4
Post by: Nielk1 on June 25, 2008, 01:56:18 AM
It's a 1.2 bug kept because of how useful it was to making elevators.