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Positioning of ground objects?

vonOben

Charter Member
Hi

I’ve tested to use Pat’s BoB City terrain tiles in ETO, but then the ground objects in the city are off course not placed to match the new tiles. So how do I fix this? :confused:

I’ve studied the TerrainSDK and found this information:

Land Class Scenery Objects

Each land class variation has a file that gives the positions and types of scenery objects. The data is created using the MOSEditor tool. See the online help documentation in that tool (press the F1 key) for more details.

End Quote

Are the cities a land class?

And if they are can I use some file from Pat’s BoB to get the properly placement for the city ground objects if I use his city terrain tiles in ETO? :isadizzy:

Cheers

vonOben
 
Gosh you don't half ask some tricky questions! :)

The cities are a Landclass. Each city tile has a corresponding .lso file. This places the buildings onto the tile.

The lso file starts of as a black bitmap image with white dots on which represent buildings or trees etc. (the .sm models to be precise) These are built up using the mos editor. A region file is then exported from this which is then converted to .lso. Please don't ask how this is done just yet as it's fiendishly complicated! When I have time I'll put together the tools for you with some instructions.

If you copy the complete cities folder from BoB and place it into the ETO assets then that should work.
 
Hi Pat

Well, still trying to understand how things work in CFS3. It takes some time to understand and many questions pop up.

Thanks for your patience and your willingness to explain! :salute:

When you do the editing can you see how the objects are placed in relation to the terrain texture?
Is it difficult to get them placed right?

I've been spent many hours placing objects and targets in my EAW mod FAW. Placing the targets took about 1 1/2 year so I know for sure that theese things take a large amount of time and can be very tedious.

When I use your iso files there are less houses and trees compared to the default files, is that right?

Cheers

vonOben
 
When I use your iso files there are less houses and trees compared to the default files, is that right?

In the cities yes, I was trying to keep fps down. It's also difficult to line the house models up with the streets, you can't rotate individual objects afaik so they'll always be orientated the same way. Maybe you'll have more success! :)

Here's an example fillmap. This is for rural texture 025summer2.dds Each dot is a tree. you can have a number of these fillmaps for each .dds texture, one for trees, one for buildings etc.
In the mos editor you can also assign the model types by percentage. ie. 20% coniferous, 80% deciduous or whatever.

The fillmap is 1/2 the size of the .dds. This is a cfs3 thing and I haven't found a way around it. This is a pain as it means that the .dds is made up of the same image repeated 4 times. In the mos editor the fillmap is automatically generated 4 times to suit.

I've also found that cfs3 generates the landclasses in different scales occasionally but the .lso remains the same which results in the trees not lining up with the texture. There may be a cure for this but I haven't found it.


025summer2trees.jpg
025summer2.jpg
 
...Hey Clive,... but is that why I have the occasional tree in the middle of the road?
Sumpin tells me it ain't 'cause in previous installs that never seemed to happen...
 
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