Knokke Posted January 22, 2009 Author Share Posted January 22, 2009 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 Link to comment Share on other sites More sharing options...
Sneaksie Posted January 22, 2009 Share Posted January 22, 2009 I don't know how mshconverter works. Post here hier.him file then (theoretically it is made from hier.mcn by converter). Have you entered entry for your bridge in static.ini? How it looks like? Link to comment Share on other sites More sharing options...
Knokke Posted January 22, 2009 Author Share Posted January 22, 2009 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 Link to comment Share on other sites More sharing options...
Sneaksie Posted January 22, 2009 Share Posted January 22, 2009 Send the files which you feed to mshconverter to dina@1c.ru. We'll try to convert it with our converter and find the difference between the output of it and mshconverter. Link to comment Share on other sites More sharing options...
Knokke Posted January 22, 2009 Author Share Posted January 22, 2009 Thank you very much for your offer, Sneaksie. I've been sending an e-mail with the link to the files at the above e-mail adress. Best regards, -Knokke Link to comment Share on other sites More sharing options...
Gnasher Posted February 11, 2009 Share Posted February 11, 2009 Any progress on this guys? Link to comment Share on other sites More sharing options...
eniced73 Posted September 22, 2009 Share Posted September 22, 2009 This looks interesting. Ran across this thread just searching around. Is this still in the works or dead in the water. Link to comment Share on other sites More sharing options...
Knokke Posted October 11, 2009 Author Share Posted October 11, 2009 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. Link to comment Share on other sites More sharing options...
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