Page 1 of 2

WHAT THE SHI.. SNAP!! FUBAR ARGH!

Posted: 16 Oct 2006, 01:03
by LathanStanley
wtf???!?!!

I've HAD IT!! I can't figure out why in the sam shit hell my features aren't showing up on a testmap AT ALL!!!

its driving me freaking INSANE!!!

urgh...

the features.ts is fine, when it compiles I can see that it "wrote x features (5), which is correct)

doublecheck the maps used, all are good, used an eyedropper on the featuremap, features are 255,0,0 254,0,0 253,0,0 ... they are good.. metal and textures show in game..

texturesize 1024x1024
featuresize 128x128
metal size 129x129
heightsize 129x129


sizes are right, all 24 bit bmp's

I look in the folderstructure, good.

I look at the tdf's, case sensetive everything, ok, filename asssociation/direction, good.

look at the s3o's, yep, assigned textures, not under map or anything, all looks good here...

look at the textures, yup, correct names, flipped, with alphas....

load the map, no errors on load...

all I see is grass.

and like 1/4 the grass I put on the map.

I'm at a dead end... this is retarted.

what the shit.

urgh.
:evil:

Posted: 16 Oct 2006, 01:07
by rattle
Do features need a hitsphere? Unit models don't show up if they have none.

Posted: 16 Oct 2006, 02:44
by LathanStanley
its not the hitsphere... features are defined XYZ by the "XXX.tdf" file

with the x, and y determined by its footprint size from the orgin, and its height for the z.

or XZY if you wanna be more "correct"

but yeah..

its not the sphere thing, thats only for "selecting" the feature, I.E. to reclaim, or to blow up, or get info on, or whatever.... (the mouseover commands)

Posted: 16 Oct 2006, 04:07
by mongus
you have got features working into a map before right?


bc if you have not,

http://taspring.clan-sy.com/wiki/Basic_ ... n_Troubles

which i doubt is your problem.

Posted: 16 Oct 2006, 04:25
by LathanStanley
rule #1, if the feature is >400 units high, build a GIGANTIC HIT SPHERE!!! apparently, its visiblity is determined by the sphere along with clickability.. ... but again, not its collision like I said...

note to self, HUUUUUUGGE spheres for the win... :P

Posted: 16 Oct 2006, 04:32
by Caydr
Mapconv is retarded about terrain elevation... if you have a feature to be placed anywhere on a hill, often it'll place them randomly and retardedly, if at all.

Try compiling with very, very little - and + values, then change them with the smf editor later once the features are in place. This also works for placing geovents accurately.

Posted: 16 Oct 2006, 05:02
by mongus
hm..

in some maps,... features block fire from HLT and llts .


when, just by looking at the feature you wouldnt tell so.


this is MOST annoying, as player, that your well placed defenses, wont be able to do anything bc of some feature hitbox.

Posted: 16 Oct 2006, 05:06
by LathanStanley
Caydr wrote:Mapconv is retarded about terrain elevation... if you have a feature to be placed anywhere on a hill, often it'll place them randomly and retardedly, if at all.

Try compiling with very, very little - and + values, then change them with the smf editor later once the features are in place. This also works for placing geovents accurately.
the map.. well... is my "test" map, its a grid of lines at each pixel according to the featuremap, and is only 2x2.. perfectly flat, etc...

lets me grid out the hitboxes, the placement, moving of origions etc.

its nice to use...

but you gotta re-compile over, and over, and over, and over... lol but it makes perfectionism.. :wink:

Posted: 16 Oct 2006, 05:16
by LathanStanley
mongus wrote:hm..

in some maps,... features block fire from HLT and llts .


when, just by looking at the feature you wouldnt tell so.


this is MOST annoying, as player, that your well placed defenses, wont be able to do anything bc of some feature hitbox.
thats cause of this:

Image

another fix, is to make the unit "less dense" meaning "sometimes" stray fire can shoot though it, but that dosen't mean anything will target through it... :|

Posted: 16 Oct 2006, 07:34
by NOiZE
does texture 2 have a black alpha?

is the radius and stuff set?

Posted: 16 Oct 2006, 08:41
by LathanStanley
OOOH I fixed it noize... it was the sphere things... they were "too small"...

but yeah, another problem came up... to make the spheres big enough so that the trees are visible...

it made them CLICKABLE by ANY CON unit, from just about ANYWHERE on the map... (as in reclaim)

what happens, your con units never obey a move order, they just reclaim like mad, and the trees have like 20 billion health and stuff so they are permanent (cause the non-reclaimable tags DO NOT WORK!..)

soooo my solution...

take the spheres that are bound to the object.. and push them off to WTF EGYPTLAND! I.E. x, z offsets at 1.2*10^38 (max disance)..

I tried a bunch of smaller numbers, and anything under 1.2*10^12 was clickable SOMEWHERE.... soo... they got the max range...

anyways... the PROBLEM.. isn't normal playstyle.. you can fight, maneuver, build, everything, without ANY ability to even click to reclaim the trees, even if you draw the HUUUGE reclaim circles...
BUT!! if you build a building, ON TOP of the damn footprint of ANY of the trees, and hte con unit attempts to reclaim, INSTANT Crash to desktop... because it tries to find a pathing to the 1.2*10^38th location why off the map... (that number is about the distance to the sun and back.. lol)

but it will crash with anything beyond the actual "nano-distance" of the unit off the map...

SOMEONE TELL THE DEVS TO FIX THE NON-RECLAIMABLE TAGS!!!!

this is sad. I've got a BEAUTY of a map brewing... and umm...

I've hit a brick wall...

my only other solution, is to tell players to be careful... but someone will screw up, its just BOUND to happen. :roll:

Posted: 16 Oct 2006, 08:58
by NOiZE
you can make them industructable, which also prevents reclaiming:
The mantis says:

Summary 0000242:

reclaimable in combination with industrucible Feature TDF tags don't work properly
Description:

If reclaimable=0; it can still be reclaimed

however if indestructible=1; also is defined then it can't be reclaimed or destroyed.

But if you have:
indestructible=1; and reclaimable=1; defined. Then it should be industructible but reclaimable, but you can't reclaim it.

Posted: 16 Oct 2006, 09:01
by LathanStanley
NOiZE wrote:you can make them industructable, which also prevents reclaiming:
The mantis says:

Summary 0000242:

reclaimable in combination with industrucible Feature TDF tags don't work properly
Description:

If reclaimable=0; it can still be reclaimed

however if indestructible=1; also is defined then it can't be reclaimed or destroyed.

But if you have:
indestructible=1; and reclaimable=1; defined. Then it should be industructible but reclaimable, but you can't reclaim it.

umm.. oook, but does that mean that units will STILL get hung trying to reclaim it of you click on it?? :|

Posted: 16 Oct 2006, 09:08
by LathanStanley
shiizzzazadazawow!!!

YOU ARE MY HERO!!!

I'm going to pirate your anus!!

(not literally)

lol

DAMN IT WORKED!!!

I'm gonna finish ou this map tonight... and GET ER DUN!!!

this is gonna be uber... :twisted:

Posted: 16 Oct 2006, 09:15
by LathanStanley
just cause I made a whining complaint and ya'll helped...

here's a peek.... (very, very very beta)

Image

Its not done yet,.... but I'm goin for soon... :wink:

yes, I cropped it good, and yes, its not the whole image, and NO I'm not letting you drool on it yet...

:P

Posted: 16 Oct 2006, 09:21
by NOiZE
LathanStanley wrote:shiizzzazadazawow!!!

YOU ARE MY HERO!!!

I'm going to pirate your anus!!

(not literally)

lol

DAMN IT WORKED!!!

I'm gonna finish ou this map tonight... and GET ER DUN!!!

this is gonna be uber... :twisted:
take it easy, take a sisi

Posted: 16 Oct 2006, 09:59
by LathanStanley
NOiZE wrote:
take it easy, take a sisi
I don't sleep.

Posted: 16 Oct 2006, 10:53
by rattle
Hmm I read that in a Chuck Norris fact...

Seriously that strongly remembers me of that one Star Wars scene where Luke pulled that X-Wing up.

Posted: 16 Oct 2006, 11:17
by LathanStanley
rattle wrote:Hmm I read that in a Chuck Norris fact...

Seriously that strongly remembers me of that one Star Wars scene where Luke pulled that X-Wing up.
you just wait til I finish it...

foliage and transparency FOR THE WIN!

Posted: 16 Oct 2006, 12:41
by AF
lathan, I remember adding a tag in soemthing like 0.70, perhaps jelmer rewrote it, but it made a feature always display regardless of its distance from the camera viewpoint.. Thus allowing tiny hitspheres and full display anywhere.....