ECM Questions
OK... This is kinda weird to explain. I made a long walkway out into the water. When I got to the end and tried to place an LSB (on the corner, like a post at the end of a dock,) it didn't appear. My reticle went green and it made the little deployment sound. How odd I thought. I tried again... same symptoms.
Later, I dropped into the water to get a look from underneath and lo & behold there was my LSB's! The strange thing was, they were no only underneath the walkway but at the beginning. I had placed them at the end. Here's a lame attempt at illustration:
_______________________| (<---Tried to place here)
| (<---Ended up here)
To clarify, my first try was with about 10 walkways, merged together. My second try was one walkway resized 5 x 5 x 60. Same results. When I tried to place another walkway at the end of the dock to start a branch for a slip, the walkway deployed under the first walkway and at the beginning. The same as the LSB.
Any ideas???
Later, I dropped into the water to get a look from underneath and lo & behold there was my LSB's! The strange thing was, they were no only underneath the walkway but at the beginning. I had placed them at the end. Here's a lame attempt at illustration:
_______________________| (<---Tried to place here)
| (<---Ended up here)
To clarify, my first try was with about 10 walkways, merged together. My second try was one walkway resized 5 x 5 x 60. Same results. When I tried to place another walkway at the end of the dock to start a branch for a slip, the walkway deployed under the first walkway and at the beginning. The same as the LSB.
Any ideas???
Comments
Have you cleaned out unneeded DSO files via DSO remover?
What is it exactly that DSO's do?
I'll give it a shot and let you know. Thanks for the reply.
DSO files are compiled CS files. T2 checks if they're recent enough to ignore compiling the CS files (to save time).
I deleted my DSO's, (pasting those back from my backup "do_not_delete" folder.)
That seemed to fix the issue untill I changed the texture of my dock. Apparently I have to complete my structure before I go and change any textures... unless I'm doing something wrong.
Almost all of the Construction mod edition writers opted to make the physical appearance take priority over collision correctness, since the collision domains of some shapes really don't make sense at all. The official vanilla construction mod version (0.69a) just didn't feature structural deployables that used a shape file other than the list of textures I said above.
If you're interested in seeing how the boundaries differ, you can enter these two commands into your console:
$Collision::testClippedPolyList = 1;
$Collision::boxSize = 30;
That will show you the collision boundaries of everything within 30 meters of your view.
Use $Collision::testClippedPolyList = 0; to turn it off.
Oh... and to answer the question, I used wood. Thought it would look nice for a dock and a boat.
My question is... Is Eolk a girl?
And...it seems likely.
_________________________________| (<
wood goes here)
|(<
it always appears here...)
It needs to be fixed. But Electricutioner is currently busy.... just view Krash's Schedule...
or check http://tribes2web.co.nr/ 's forum..... I might look and fix it, or see me on "Tribes 2 Server", I doubt I could fix it, try using Aluminum to deploy, after deployed, change it into wood then...
I'll have to try deploying all my goodies and then changing the textures. Problem is... wood likes to resize. (No pun intended.)
Why is it that wildcats seem to get stuck on deployed objects?
I was trying to make a race track and whe my wildcat hit it, it stops and jumps around a little. Is there a way to change this?
If I could figure out the map editor without getting UE's maybe I could make the bridges there.
Simple. Disable vertex lighting.
Funny you should say that. I just read your same answer in another thread!
Thanks.
I wrote a set of commands long ago that performed so-called "petrification" of static deployable objects. In essence, these commands produced a cubic interior instance that was centered inside the selected static object and a tiny bit smaller, so it wouldn't be visible.
Hover vehicles can hover on interior instances just perfectly.
Deconstruction wasn't handled well, nor was rotation/repositioning/rescaling. Retrospectively, all of these issues are not difficult to overcome now (since they were all tackled as part of producing Structural Infinity).
The biggest problem were people who enabled vertex lighting on their clients. The moment any object was petrified in this manner, these clients would crash.
I'm sure I still have the code somewhere if you are interested in using it. I eventually converted it into an LSB to interior instance converter as an aid for map making for non-construction mods.
I'm not very good with code but I'd be willing to give it a shot.
Thanks Thyth.