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I have been trying to make a mod with a few diffferent terrain blocks in it, so I don't have to worry about the limitations of six paints. But when I change the position of the terrainblock in the mission file, nothing happens. When I load the map, it is still in the same place. Do I have to do something else? Repent, I know you know how to do this :P.

EDIT: Oh, and on a completely unrelated note do the stars under my name have something to do with number of posts?

Last edited: Saturday, January 14, 2006 at 5:13:59 AM

Saturday, January 14, 2006 at 5:12:59 AM

Stars = 100 posts ea
also the terrian block you mean you have 1 spooky terrian block streched flat for example and a lush terrian block un streched to create a flat surface for racing in the ditch thingy is thatw hat you mean?

Saturday, January 14, 2006 at 5:57:52 AM

I get that problem to, I dont understand.

 

 

 

 

Saturday, January 14, 2006 at 6:44:30 AM

If you copy the top half of your mis I'll show you h wo it should be done so form the top to your 1st object copy and paste it here int he forums and ill edit it for you

Saturday, January 14, 2006 at 7:39:24 AM

Here is the part of the mission file:

 

                                        
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
musicTrack = "Lush";
New ScriptObject(MissionInfo) {
name = "The World";
author = "PLAYER36";
};
new MissionArea(MissionArea) {
Area = "-464 -448 768 768";
flightCeiling = "300";
flightCeilingRange = "20";
floor = "200";
};
new Sky(Sky) {
position = "336 136 0";
rotation = "1 0 0 0";
scale = "1 1 1";
materialList = "~/data/skies/sky_day.dml";
cloudHeightPer[0] = "0";
cloudHeightPer[1] = "0";
cloudHeightPer[2] = "0";
cloudSpeed1 = "0.002";
cloudSpeed2 = "0.001";
cloudSpeed3 = "0.003";
visibleDistance = "2000";
fogDistance = "200";
fogColor = "0.200000 0.500000 0.800000 0.000000";
fogStorm1 = "0";
fogStorm2 = "0";
fogStorm3 = "0";
fogVolume1 = "1 1 1";
fogVolume2 = "1 1 1";
fogVolume3 = "1 1 1";
fogVolumeColor1 = "1.000000 1.000000 1.000000 1.000000";
fogVolumeColor2 = "1.000000 1.000000 1.000000 1.000000";
fogVolumeColor3 = "1.000000 1.000000 1.000000 1.000000";
windVelocity = "1 1 0";
windEffectPrecipitation = "0";
SkySolidColor = "0.200000 0.500000 0.900000 0.000000";
useSkyTextures = "0";
renderBottomTexture = "0";
noRenderBans = "0";
cloudHeightPer1 = "0.3";
cloudHeightPer0 = "7";
locked = "true";
cloudHeightPer2 = "0.199973";
};
new Sun() {
azimuth = "0";
elevation = "35";
color = "1.000000 1.000000 0.700000 1.000000";
ambient = "0.500000 0.500000 0.500000 1.000000";
rotation = "1 0 0 0";
direction = "0.635001 0.635001 -0.439941";
scale = "1 1 1";
locked = "true";
};
New TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "./terrains/details/detail1";
terrainFile = "./HUGE2.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
tile = "1";
blockShift = "8";
locked = "false";
position = "-1024 -1024 0";
};
New TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "./terrains/details/detail1";
terrainFile = "./HUGE1.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
blockShift = "8";
tile = "1";
position = "-1500 -1500 100";
locked = "false";
};

 

As you can see I changed the position but the terrain is still in the same place when I load the mission.

Saturday, January 14, 2006 at 9:25:47 AM

New TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "./terrains/details/detail1";
terrainFile = "./HUGE1.ter";
squareSize = "8"; <if you want it ot be flat make it 150
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
blockShift = "8";
tile = "1";
position = "-1500 -1500 100";
locked = "false";
};

If your having 1 where its flat at the bottom of the ditch you should increase the square size like I suggested above

The position is funny but I think if I can remember that the second -1500 there controls the height of the terrian
and you put the treeian block were it should go

Saturday, January 14, 2006 at 9:39:51 AM

Hmm are you tryign to kill yourself?
new MissionArea(MissionArea) { Area = "-464 -448 768 768"; flightCeiling = "300"; flightCeilingRange = "20"; floor = "200"; }; new Sky(Sky) {
chnage the floor to 0

Saturday, January 14, 2006 at 9:40:42 AM

You have to name your terrain blocks like this,

New TerrainBlock(Terrain) {

New TerrainBlock(Terrain2) {

It should work then.

I need more stars, got to have more stars.

 

4/1/1929 to 11/17/2006 Rest in Peace Bo. GO BLUE!!!

Saturday, January 14, 2006 at 10:30:11 AM

Oh! That was a simple solution. Maybe you can spam up this thread by making multiple posts saying how dumb I am :P.

Saturday, January 14, 2006 at 11:03:07 AM

LOL.... I just hope it's what your looking for. And I by no means do I think your dumb.

Need more stars, got to have more stars.

4/1/1929 to 11/17/2006 Rest in Peace Bo. GO BLUE!!!

Last edited: Saturday, January 14, 2006 at 6:00:21 PM

Saturday, January 14, 2006 at 11:11:33 AM

How did you get this
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
nonsense in your.mis file?

Mine has never had that in it. What does it do?

 

Saturday, January 14, 2006 at 12:56:44 PM

The above lines came from tge mis and can be erased from the mis. If you make some changes to the tge mis with mw it will remove these lines and some other lines for you.

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Saturday, January 14, 2006 at 1:34:51 PM

Hmm repent I never did that when I used to mod maybe you could post to get another star a nd tell me how tot ype 1 and 2 :)

Saturday, January 14, 2006 at 1:38:16 PM

Hmm well I will try to explain that Kris :P
The 1 and 2 keys are found on your keyboard above the Q and W keys. If you don't understand I would love to post again.

Saturday, January 14, 2006 at 8:12:51 PM

LOL.... I'm not sure thats what he was trying to say..

4/1/1929 to 11/17/2006 Rest in Peace Bo. GO BLUE!!!

Saturday, January 14, 2006 at 8:39:53 PM

So what does this bumpscale stuff do? Anything?

 

Sunday, January 15, 2006 at 3:36:57 AM

It's just something that TGE put in the file that has nothing with TT.

Sunday, January 15, 2006 at 6:14:24 AM

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