Flat cell for Roads

WrpTool island creator utility

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Gnat
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Flat cell for Roads

Post by Gnat » 2004-09-12 09:09:21

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

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shinRaiden
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Re: Flat cell for Roads

Post by shinRaiden » 2004-09-12 22:58:36

What textures are you using, and can you post your config.cpp please?

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Gnat
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Re: Flat cell for Roads

Post by Gnat » 2004-09-13 10:01:12

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;

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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shinRaiden
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Re: Flat cell for Roads

Post by shinRaiden » 2004-09-13 17:07:39

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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Gnat
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Re: Flat cell for Roads

Post by Gnat » 2004-09-15 11:21:48

Tried using this;

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>
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 ?

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