I'm trying to create a "cutting" for a road around the edge of some hills but even if I set all 4 corners of a cell to the same height the cell is not flat in game, certainly not flat enough to put a main road along.
My Terrain detail is only on normal in game.
I would have thought it possible to force a cell to "flat" from edge to edge, even having a constant slope, like 15m on 2 corners, 10m on the other 2 corners.
I tried using blur to at least smooth it, but a variety of bumps and stuff still persist in the middle of a cell.
My config file I dont think has anything defined for roughness.
Looking for hints ......
Thx
Flat cell for Roads
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
Re: Flat cell for Roads
What textures are you using, and can you post your config.cpp please?
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- 1st Lt
- Posts: 120
- Joined: 2004-01-07 08:46:56
Re: Flat cell for Roads
Not sure if I imagined it or not, but AFTER I lay a road the cells may be smoothing out a little ..... maybe. But either way I would have thought I could get them even smoother/more flat.
Textures are Ob1.pac and Os1.pac
Config;
Textures are Ob1.pac and Os1.pac
Config;
Code: Select all
class CfgPatches {<br> class Vislegus {<br> units[] = {};<br> weapons[] = {};<br> worlds[] = {"Vislegus"};<br> requiredVersion = 1.91;<br> };<br>};<br>class CfgWorldList {<br> class Vislegus {};<br>};<br>class CfgSurfaces<br>{<br><br> class Default {};<br><br><br> class Visfield: Default<br> {<br> files="Vis*";<br> rough=0.25;<br> dust=0.00;<br> soundEnviron = "mud";<br> };<br><br>}<br><br>class CfgWorlds <br> {<br> class DefaultWorld {};<br> class Intro: DefaultWorld {};<br> class Vislegus: Intro<br> {<br> access = 3;<br> plateFormat="ER$ ## - ##";<br> plateLetters="ABCDEFHIKLMOPRSTVXYZ";<br> description = "Vislegus";<br> cutscenes[]={"..ADDONSVislegus_animintro"};<br> icon = "VislegusVislegus.paa";<br> worldName = "Vislegus.wrp";<br> centerPosition[]={5750,8000,0}; <br> startTime="7:30"; <br> startDate="30/12/85"; <br> startWeather=0.400000; <br> startFog=0.100000;<br> ilsPosition[]={10872,3130,10};<br> ilsDirection[]={0,0.080000,-1};<br> ilsTaxiIn[]={10940,3874,<br> 10940,3750,<br> 10940,3650,<br> 10940,3450,<br> 10940,3250,<br> 10939,3160,<br> 10890,3159,<br> 10872,3159,<br> 10872,3200,<br> 10872,3250<br> };<br> ilsTaxiOff[]={10872,3130,<br> 10872,4580,<br> 10890,4609,<br> 10939,4609,<br> 10940,4177,<br> 10940,3874<br> }; <br> forestInner="Data3Dles ctverec.p3d";<br> forestOuter="Data3Dles ctverec.p3d";<br> forestOuterT1="Data3Dles ctverec pruchozi_T1.p3d";<br> forestOuterT2="Data3Dles ctverec pruchozi_T2.p3d";<br> forestTriangle="Data3Dles trojuhelnik pruchozi.p3d";<br> forestBorder="Data3Dles ctverec mlazi.p3d";<br><br> class Names<br>*** NAME STUFF HERE (REMOVED)<br> };<br> };
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
Re: Flat cell for Roads
First off try it in-game at very_low. This is equivelent to the exact WRP data. Second, look at CfgSurfaces in resbinconfig.bin and the subdivision subclass there in Defaultworld : CfgWorlds. resaddonsnoeconfig.bin adds some things in CfgSurfaces too.
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- 1st Lt
- Posts: 120
- Joined: 2004-01-07 08:46:56
Re: Flat cell for Roads
Tried using this;
and changed the numbers (except rougness) and nothing happened any different.
Tried LOW ..... sure, that helps, but its not as anyone would play in that setting.
ideas ? Is the syntax above errored ?
Code: Select all
class CfgWorlds <br> {<br> class DefaultWorld {<br> class Subdivision<br> {<br> minY=0.0;<br> minSlope=0.02;<br><br> class Fractal<br> {<br> rougness=10;<br> maxRoad=0.05;<br> maxTrack=0.25;<br> maxSlopeFactor=0.025;<br> };<br><br> class WhiteNoise<br> {<br> rougness=5;<br> maxRoad=0.025;<br> maxTrack=0.12;<br> maxSlopeFactor=0.012;<br> };<br> };<br>
Tried LOW ..... sure, that helps, but its not as anyone would play in that setting.
ideas ? Is the syntax above errored ?
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