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Thread: Road Painter 2

  1. #81
    Quote Originally Posted by Rip31st View Post
    ai+ narrow roads with no shoulder = dead ai, or a lot of flipped vehicles stuck in a ditch.
    Made a second road that does not have too sharp turns, and the AI follows it perfectly.

    Quote Originally Posted by Rip31st View Post
    This looks like a great tool. I plan on using it!
    It is great, manually placing a road is horror. I hope it will be available for Arma 3 as well

  2. #82
    Quote Originally Posted by Varanon View Post
    Made a second road that does not have too sharp turns, and the AI follows it perfectly.
    Yeh, very hard to tell sometimes, but it does seem like sharp & short turns (i.e. turns that use a fair few shorter & large angle bits) cause the AI to start searching for a x-country short-cut.

  3. #83
    Per
    http://forums.bistudio.com/showthrea...=1#post2176376

    Any chance your tool is flexible enough that a user can add a custom set of road (or rail) objects into your exist config set?

  4. #84
    Staff Sergeant Homer Johnston's Avatar
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    Author of the Thread
    Quote Originally Posted by [APS]Gnat View Post
    Any chance your tool is flexible enough that a user can add a custom set of road (or rail) objects into your exist config set?
    First, you need an addon defining your roads so that they can be spawned in-game via createVehicle (or placed with the editor)

    Second, you have to define it for the tool in roadpainter.terrain\RoadParts.sqf... it's fairly well commented and a motivated person should be able to figure it out; add a new "Master" entry into the HOMJ_RP_RoadListMaster array, and then define your new road family by that name down below, similar to the other existing ones. I'm hoping to try adding the basic BIS rail pieces in the next update, I'm not sure yet how they'll work!
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  5. #85
    Wow .... very well commented ! Thanks

    ..... Should always be 0, but BIS decided to reverse one arrowhead piece... (wtf!)
    LOL

  6. #86
    Master Sergeant Icewindo's Avatar
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    Very nice tool, I used the previous version for my island.

    However I'm at a loss with the xxx_0 2000 and xxx_0 1000 road pieces. I just don't know how to configure them in visitor. They seem like very mild curves but in visitor I can only define curves with a radius of 25/50/75/100. In the previous version these parts weren't used so I had no problem with them.

    Or are these parts actually straight parts? Then I can't configure them either as visitor only offers 6,12.5 and 25m parts. But the roads are 20m long according to O2.

    edit:
    Ah ok... seen the video, so you don't use the road system anymore
    Last edited by Icewindo; Jun 30 2012 at 09:25.
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  7. #87
    I have problem with saved files .I get 0 kb exports but not every time , i must press export 2-3 times to get the export file. i noticed that if i make many roads , never get the right file . some times i get half objects and other times i get 0kb.
    yesterday i lost 6 hours work . i have a 2048x2048 island. only if i make 1 part at time i get the right files on export. i try with 2 roads session (smooth terrain) and i get 0 kb also.
    ps. with one road only the xyz file is 88mb.
    The session that i lost was 20 road paths.(i have the paths as txt , the session was lost (0kb file) but i dont know how i get it back in new session, see question 2) i smooth all roads and i press export xyz. After 15-20mins the arma2 crash to desktop and say to me that i have low memory (something like that, next time i get a snapshot of the warning for posting it here) i ll try today to make 3-4 roads again , smooth and export xyz , to see if i do something wrong.
    my pc is 2 quad , 6gb ram , vista

    2. how can i import the roads that i have extracted from painter2 in new session? import road paths is possible?

    thanks in advance and sorry for my english.. :-))) i thing that you understand the situation i describe here.....

    edit: i dont know how i can post an image but the error say
    "Out of memory (requested 287737 kb).
    footprint 485179392 kb.
    pages 393216 kb."
    Last edited by dragonsyr; Aug 29 2012 at 14:06.

  8. #88
    Hey Homer does it work on TOH??

  9. #89
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    I have a problem, I can lay the roads but when I try to do the "smoth" tool the blue dots do not show up...and its not clear if it smothed the terrain out? I then exported everything as in the demo vid, but when I try to open the file in visitor throw the "Scripts" option on the top I have no "Import Objects" icon, just the "add/run scripts" and "manage scripts"...but no "Import Objects"???
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  10. #90
    CWR² Developer Bushlurker's Avatar
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    I'd try "add&run scripts" - navigate to the "Scripts" folder in the Visitor 3 installation folder - choose "Import Objects" script....

    That's for one-off useage... or you could try the other option - "manage scripts" and add "Import Objects" permanently to the "Scripts" menu if you prefer.....

    There's a complete Manual for Visitor 3 HERE which you should check out thoroughly.....


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