Bridges as objects: EASY
#1

For a test:

add to static.ini

[buildings.House$cbridgeshortmid]
Title cbridgeshortmid
MeshLive 3do/bridges/country/short/mid/mono1.sim
MeshDead 3do/bridges/country/short/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.005

That's all, you'll have the middle of the country short bridge as object. Of course things can be changed as FuelSmall and Panzer, but anyway the bridge segment is there Big Grin
Proceed the same way with other segments...
Reply
#2

Very interesting indeed...opens up more possibilities here.

Couple of questions:

Would it be possible to get a copy please of the text that is needed to add the other bridges? (I don't know where the list of names for them are.)

Can destroyed bridges be added as objects as well?

Does this mean that bridges can now be re-skinned? Confusedhock:

THANKS!
Reply
#3

CUJO, I'll post later all the brige lines to be added.
To answer some:
Bridges as objects can be reskinned.
These object bridges can be destroyed as usually in FMB so you can have a destroyed bridge in the mission etc..
These bridges are NOT functional, the cars will not cross rivers on them unfortunately. But I thought they would be good even if not functional for the new maps with rivers at altitudes greater than zero.
Reply
#4

Trains ignore the bridge whether it is live or dead because they only have a collision model with other trains...not objects...so they just move right through it

vehicles bump into it until it is destroyed then they can ignore it as the collision model is gone

nice handy object though...thanks
Reply
#5

Ok, so I paste below all the lines. One note replacing in these lines mono2.sim with mono3.sim gives a different damage...Fred. you played with destruction, which parameters shall we use for body and panzer?



[buildings.House$cbridgeshortmid]
Title cbridgeshortmid
MeshLive 3do/bridges/country/short/mid/mono1.sim
MeshDead 3do/bridges/country/short/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$cbridgeshortend]
Title cbridgeshortend
MeshLive 3do/bridges/country/short/end/mono1.sim
MeshDead 3do/bridges/country/short/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$cbridgelongmid]
Title cbridgelongmid
MeshLive 3do/bridges/country/long/mid/mono1.sim
MeshDead 3do/bridges/country/long/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$cbridgelongend]
Title cbridgelongend
MeshLive 3do/bridges/country/long/end/mono1.sim
MeshDead 3do/bridges/country/long/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$hbridgeshortmid]
Title hbridgeshortmid
MeshLive 3do/bridges/highway/short/mid/mono1.sim
MeshDead 3do/bridges/highway/short/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$hbridgeshortend]
Title hbridgeshortend
MeshLive 3do/bridges/highway/short/end/mono1.sim
MeshDead 3do/bridges/highway/short/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$hbridgelongmid]
Title hbridgelongmid
MeshLive 3do/bridges/highway/long/mid/mono1.sim
MeshDead 3do/bridges/highway/long/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$hbridgelongend]
Title hbridgelongend
MeshLive 3do/bridges/highway/long/end/mono1.sim
MeshDead 3do/bridges/highway/long/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$rbridgeshortmid]
Title rbridgeshortmid
MeshLive 3do/bridges/rail/short/mid/mono1.sim
MeshDead 3do/bridges/rail/short/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$rbridgeshortend]
Title rbridgeshortend
MeshLive 3do/bridges/rail/short/end/mono1.sim
MeshDead 3do/bridges/rail/short/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$rbridgelongmid]
Title rbridgeshortmid
MeshLive 3do/bridges/rail/long/mid/mono1.sim
MeshDead 3do/bridges/rail/long/mid/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

[buildings.House$rbridgelongend]
Title rbridgelongend
MeshLive 3do/bridges/rail/long/end/mono1.sim
MeshDead 3do/bridges/rail/long/end/mono2.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8
Reply
#6

This is pretty amazing stuff for a FMB object junky like myself Big Grin

I'm going too add these lines to the end of my static.ini and see what happens :wink: will report back...
Reply
#7

Holy crap there they are!!!!!!!!!
Big Grin
Graci
Muchos Gracias
Merci
Danke

THANKS!!!

Hehe no sleep for me tonight lol...these objects can be used for a lot of things...wow.
Reply
#8

Panzer looks fine for now...if you find it is too easy to destroy then up it a little

Body fuel small gives the kind of secondary explosion/smoke/flames .... fuel is for a petrol tank or gas tank.... better to be a WoodMiddle I think like the houses
Reply
#9

I got rid of those horrible white pillars for the road bridges

[Image: 1208200816-58-17.jpg]


what we need is some bright person to alter things ...so that the vehicles will drive through the undamaged bridge (country road bridge)..just as the trains do..... and then be stopped by a collision model when the bridge is in its destroyed state :wink:
Reply
#10

I have also asked FC if he knows about the collision model....he seems to be the most knowledgeable guy around here on that kind of thing.

If we can crack the collision model I can make it so that even the blister hangers can allow a vehicle or plane to go inside.... or the masking nets would ignore being bumped into :roll:

To have certain objects with a collision when live AND when dead...or NOT when live but have when dead etc.
Reply
#11

I agree it would be good to have those collisions... it would be perfect though if someone like FC could just remove the altitude zero condition for the "normal" bridges. Have no idea of course how hard that would be.

fabianfred Wrote:I have also asked FC if he knows about the collision model....he seems to be the most knowledgeable guy around here on that kind of thing.

If we can crack the collision model I can make it so that even the blister hangers can allow a vehicle or plane to go inside.... or the masking nets would ignore being bumped into :roll:

To have certain objects with a collision when live AND when dead...or NOT when live but have when dead etc.
Reply
#12

...so, you've did it .... works like a charm Big Grin Big Grin


thanks ...Lowfighter and ffb

cheers
Z
Reply
#13

fly_zo Wrote:...so, you've did it .... works like a charm Big Grin Big Grin


thanks ...Lowfighter and ffb

cheers
Z

not me...I just commented
Reply
#14

Ok anyone who wants the Bridge supports for the Road bridge as in the pic above... get it here

http://www.4shared.com/dir/4397598/27d3 ... aring.html

under textureskins ...'bridgesupports'
Reply
#15

Low,

If i adjust the panzer values in the static.ini to make the bridges harder to destroy, will this also effect the bridges that come as default with the maps? If not how can i make them harder to destroy?

regards

slipper
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)