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Thread: Roads, Very Confused

  1. #11
    I recall that when I started had the problem with just seeing the dotted lines for roads. Check out this thread - maybe it will help: http://www.flashpoint1985.com/cgi-bin....ll;st=0

  2. #12
    I also had a road problem ....not sure if its what you a are talking about but here ya goes anyway

    This is how i fixed it




  3. #13
    Staff Sergeant
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    Ahh I got it fixed nevermind lol.
    -Being stupid is a talent, you don't grow up saying that you want to be stupid. Your born with the natural talent of it, so use it.

  4.   This is the last Developer post in this thread.   #14
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    Care to post the solution? I'm sure others might find problems too... sometimes even the simplest things can confuse. I've found myself hunting for solutions till I am blue in the face... only to find I made a very basic mistake
    "He will come to death. An image of the splendor of the kings of men in glory, undimmed before the breaking of the world."

  5. #15
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    The show roads button on the top of the screen lol

  6. #16
    Im really very very confused about Roads.. concern in AI behaviour.

    Not how to build them in Road Network, but to make them work for AI's..

    Just to add: I tried "again" BIS SampleMap, opened in visitor and exported to game just to see how AI behave on roads.
    I must say i had some problem with textures.. maybe because i didn't change the .rvmat .png to .paa in first try. (not sure if textures are important for AI behavior on roads, i doubt)

    I set 1 vehicle and some waypoints to test.. AI's WOULD NOT FOLLOW the road as they should! They stop and go in S's..

    I also Copied the SampleMap.pbo from BIS and tried the Roads, AI's followed the roads normally.



    Now this fact gives a big confusion to my head and a big question.. WHY?! Whats wrong with Visitor3?!

    Is it Just Me?!



    Suicide is the next step.



    edit: maybe i should add that these two map i tested SampleMap and MyMap have 256x256 and 512x512 respectively, texture layers = 40.0x40.0m

    edit2: tried the SampleMap.pbo from BIS, works fine.




  7. #17
    Are there any road tiles or networks that are overlapping eachother? I've heard that coplanar roadway LODs will cancel each other out.

    Perhaps this is the issue?

  8. #18
    oh.. i just sent an mp before i read your post..

    you mean like this?




    edit: But in other hand BIS SAmpleMap use it..


    1024x768



    EDIT2: PROBLEM SOLVED: I would like to say that the problem I mentioned on my previous post (AI behaviour and Roads) is Cleared and Solved.
    I Found the problem why AI's wouldn't follow the road normally.

    Roads can be overlapping, theres no problem about it, when creating the roads they MUST be "Terminated" with option "Terminator" in visitor3 - road network. Ie, if you Generate terminator and then use other option then "terminator of" it will not work for AI's. This option must be selected when you finish a part of a road.

    The possible issue that might confuse people is the fact that some roads, such as the \ca\roads\ces_d12 do Not appear on the map when the terminators are created, but if you check Buldozer they are there.

    Hope this helps some people.




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