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Author Topic: Automatic bridges ?  (Read 8002 times)

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canonuk

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Re: Automatic bridges ?
« Reply #12 on: January 05, 2011, 03:04:50 PM »

I've been doing some more work with this and have had nothing bu headaches. I've tried various things looking at outWing etc and other stuff, no luck. What's telling is it doesn't work even without any manipulation with Actors.lite 0.93 etc - if you generate bridges, save and then try and reload that actors.static, it doesn't work. Surely that means that it is doing something wrong itself.

Looking at the error logs generated, they mention a failure of an OpenGl function 'gldeletetexture' - not sure how that fits in. I think I'm going to have to abandon this function and just put them in by hand.  Sorry for getting your hopes up!
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GilB57

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Re: Automatic bridges ?
« Reply #13 on: January 06, 2011, 03:00:26 AM »

Thx Canonuk,

I myself made some research & tests with the same result, but I noticed one thing : the command "createBridges" makes bridges well but ALSO put some red pins (called "actors label") near each generated bridge which are not there if you make manually the bridges. Then if you save the changes, you find a labels.txt with lines of coordinates. This may have some usage, no ?
Not a direct one for sure (putting this new "labels.txt" in your map folder is not enough to prevent the game from crashing) but it may have some utility to generate a working actors.static ?

What do you think ?

nb : I managed to generate bridges which didn't make the game crash when saving and using the new actors.static, but there were only 15-20 bridges...
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canonuk

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Re: Automatic bridges ?
« Reply #14 on: January 06, 2011, 11:25:09 AM »

I can't see a correlation between the numbers in the labels.txt and the coordinates of the bridges in outwing.txt. The labels didn't actually appear exactly on the map at the same point as the bridges, so maybe it's something to do with generating missions/campaigns etc - like 'attack bridge DGEN missions' etc.

Last night I just reduced the number of rivers in my map (which actually wasn't a bad thing - since the smallest river the Il-2 engine allows is 150m across and some of the rivers I had included were more like 20-40m across - too small to merit a river anyway) and then spent a little time putting the bridges in manually. I was just thorough and systematic (marked the location where roads cross rivers in ed_m01 with a pink spot) and got it done. I would rather have got it working with CreateBridges but I wanted to get on with better stuff than bridges, so at least that's done now.

Joe
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GilB57

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Re: Automatic bridges ?
« Reply #15 on: January 07, 2011, 02:12:39 AM »

I encounter weird problems with those bloody bridges !

I finally began to place manually bridges (around 20 or 30 around Rotterdam...), I saved, and reloaded for test purpose : crash to desktop !!! I can't understand what's going on ...

Are there forbidden things when laying bridges ?

I have very long bridges on that area . Is there a limit ?
I also have 2 bridges, one just after the other, may it cause crash ?
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asheshouse

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Re: Automatic bridges ?
« Reply #16 on: January 07, 2011, 02:42:27 AM »

This may be a red herring?

I have a vague recollection that when creating a map which had only bridges on it --- (if thats what you are doing), it was necessary to also place a few ordinary buildings otherwise the actors.static would not reload. Something to do with the game engine not liking zero input in the buildings section of the actors file?

Long bridges were never a problem. I had some long ones place over the large waterways south of Rotterdam.

Two bridges one after the other without at least a single road segment between them may cause a discontinuity in the road/rail network, but I don.t think it would cause a crash. HSFX type maps must have a continuous rail network.

Ashe

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GilB57

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Re: Automatic bridges ?
« Reply #17 on: January 07, 2011, 03:28:39 AM »

No, the current actors.static I use is a fully populated one (autopop completed) see picture:


It crashes FMB but not the game so I can see it in a mission already created  ;)

I began to manually fix buildings (removing those on water and on roads, etc...) and all worked well (save/load). But when I began to add a few bridges, I saved, reloaded...and crash !
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Uzin

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Re: Automatic bridges ?
« Reply #18 on: January 07, 2011, 05:48:35 AM »

My 2pence:
I have had similar crash troubles when I did not make saving frequently enough: it looks like the engine dislike to keep too many changes in memory between savings. Remembert that I am speaking about more than 450 bridges.
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GilB57

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Re: Automatic bridges ?
« Reply #19 on: January 07, 2011, 09:10:51 AM »

Thx !

I just managed to save around 15 bridges that way... and I found something : it seems that map_T file is changed when I put bridges : roads networks appears cut near rivers.

I suppose that I should put bridges as the last task ?
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canonuk

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Re: Automatic bridges ?
« Reply #20 on: January 07, 2011, 12:43:53 PM »

Yeah, that must be the 'deltexture' function that appeared in my error logs. So, perhaps the issue is coming from adding bridges alongside Autobridges. Maybe you have to either just add them manually or have them done automatically - something to do with their numbering/coordinate system or something?
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GilB57

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Re: Automatic bridges ?
« Reply #21 on: January 07, 2011, 01:36:53 PM »

This subject is critical :
I must use one or the other, not all of them.
I made the test today : after having successfully added manually a few bridges, I launched "CreateBridges" : all my "manual" bridges were deleted (I didn't even try to see if it crashed the game after saving/reload) !
And as the map_T is modified, it becomes difficult to rework it in Photoshop due to the way roads/rails are applied...  :-[
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GilB57

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Re: Automatic bridges ?
« Reply #22 on: January 08, 2011, 02:13:07 AM »

Quote
Type 32 is a country bridge, 64 is I am not sure bridge and 128 is I am not sure again bridge right now

It seems to refer to RGB color of each network... so 32 is country, 64 is rail & 128 is highway, no ?

Asheshouse already did a large number of bridges in his previous map... how can I collect all briges he did to put them in my new map ?
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canonuk

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Re: Automatic bridges ?
« Reply #23 on: January 08, 2011, 03:14:53 AM »

Extract his actors.static and use the outwing.txt in your map. The coordinates might be a bit off though because your map has a different x-y origin because it's bigger.   You can change the position using the Actors Cut'N'Shift tool  https://www.mediafire.com/?itmdkldzdzn

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