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Need help to find some files


Knokke

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Hi Sneaksie,

Thank you very much for your answer.

I don't use a hier.mcn file with MshConverter, but if I had, I would have set it like this:

[_ROOT_]

VisibilityObject VSphere

CollisionObject CSphere

MipMeshDistances 50 150 300 600 1200

Parent _ROOT_

WriteMesh Center

ShowObjects0 Center

ShowObjects1 none

HookObject ground_level

[x0y0_dam0]

Parent Center

WriteMesh x0y0_dam0

ShowObjects0 x0y0_dam0_l0

ShowObjects1 x0y0_dam0_l1

ShowObjects2 x0y0_dam0_l2

ShowObjects3 x0y0_dam0_l3

ShowObjects4 x0y0_dam0_l4

ShowObjects5 none

CollisionObject xbridge_d0_1 x_bridge_d0_1

CollisionObject xbar_dam0_1 x_bar_dam0_1

CollisionObject xbar_dam0_2 x_bar_dam0_2

HookObject explode1

HookObject explode2

// eof

my collision objects seems to be recognized by the game engine as can be seen on the following two screenshots taken in Builder, but the pathfinding cells are not working properly. And as you mentionned, I've executed the command "recalculate pathfinding cells" to no avail.

http://pigeonh.free.fr/Grave-8.jpg

http://pigeonh.free.fr/Grave-9.jpg

Best regards,

-Knokke

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Here is the hier.him file I use for my bridge:

[_ROOT_]

VisibilitySphere 346.25200

CollisionObject sphere 345.77800 0.0 0.0 0.0

BoundBox -336.015000 -10.290000 -13.869000 224.114000 11.308000 18.034000

Mesh Center

Parent _ROOT_

Attaching 1 0 0 0 1 0 0 0 1 0.001 0.001 0.001

[x0y0_dam0]

Mesh x0y0_dam0

Parent Center

Attaching 1 0 0 0 1 0 0 0 1 0.001 0.001 7.901

CollisionObject x_bridge_d0_1

CollisionObject x_bar_dam0_1

CollisionObject x_bar_dam0_2

And here is the entry in the static.ini under section Bridges:

[buildings.House$Grav_Bridge_1]

Title Grav_Bridge_1

MeshLive 3dobj/environment/bridges/grav_bridge1/var1/hier.him

Preset Bridge_01

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The problem with the collisions not working is solved (my collision object was bugged). The troops and vehicles are now able to cross the bridge without problem - only the bigger armored vehicles have sometime difficulties crossing the bridge in ToW1 because they have the biggest pathfinding square in the game (same problem as the stock B1 bis not being able to cross some bridges in the stock campaign). This is not a bug, this is more a "feature" ;). The cure is easy enough: to make the bridge a little bit wider by one or two meters than in real life, to allow the AI to cross without fear of denting the paint of the armor.

Actually, the bridges are the simplest hier.him objects to create for the game that i've tried so far. They work exactly the same way in ToW1 and ToW2.

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