OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Undertaker on 18 Jul 2004, 16:31:46
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Is there such a thing as a complete guide to using 'Visitor2'?
I've discovered that it's a great tool for island design, and handles roads beautifully, but I'm having problems with invisible objects and missing textures, and there seems to be not one source able to answer the question "why?!". There are plenty of snippets of info around, and a VERY basic tutorial, but nothing seems to fix the problems I'm having, especially to do with using (and seeing) objects from O.pbo, and getting those transitional textures to stop appearing white (both in Buldozer and OFP). The more I look into it, the more confusing it becomes. ???
Anyone know of an idiot's guide? I don't wanna go back to wrpedit!!! :-X
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Hopefully this isn't too long... Just something I put together to help people it is no where near being able to teach you how to use the hold thing but I hope it will help atleast one person.
--->Textures<---
Sand- "pt.paa"
Rock- "s2.paa"
Grass- "t1.paa"
Grass(2)- "b1.paa"
Forest Dirt- "j1.paa"
--->Nature Objects<---
Loading Objects-
Tools>Nature Objects>Add
Select o\Skal\Skala 1_1.p3d
Hold Left shift and select
o\Tree\Smrk_velky.p3d
--Hit Okay--
Skala- Rocks
Akat - Tree
dd_borovice - tree
dd_bush - bush
dd_rakosi - Cat Tail Plant
dubfx - small tree
javor - tree
javor01posed - tree house
les... - Forest pieces DO NOT USE!!!
Smrk - Pine Tree
Randomize Options (On Right Side)
Trees-
Randomize Size 0-50
Randomize Angle 10-10
Randomize Orientation 180-180
Bushes and Rocks-
Randomize Size 50-50
Randomize Angle 20-20
Randomize Orientation 180-180
Note: Must Check off Boxes for each individual object in the list
--->Artificial Objects<---
Tools>Artificial Objects>Add
Select o\House\aut_zast.p3d
Hold Left shift and select
o\misc\zidel_mala1.p3d
--Hit Okay--
DO NOT SELECT ANY OF THE RANDOMIZE OPTIONS FOR THESE!!!
NOTE: There may be other objects that u want to add under
o/divk
--->Roads<---
Tools>Roads>Add
-Name it Sil -Main Highway-
Max. Angle 60
Max. Bank 40
Check off Automatically align to surface
Click on the Straight Part Tabs>Hit Add
Add o\road\sil25.p3d
Add o\road\sil12.p3d
Add o\road\sil6.p3d
Click on the Curves Tab> Hit Add
Add o\road\sil10 100.p3d
Add o\road\sil10 75.p3d
Add o\road\sil10 50.p3d
Add o\road\sil10 25.p3d
Click on the Terminators Tab> Hit Add
Add o\road\sil6konec.p3d
Hit Okay
Add
-Name it Ces -Dirt Road-
Max. Angle 60
Max. Bank 40
Check off Automatically align to surface
Click on the Straight Part Tabs>Hit Add
Add o\road\Ces25.p3d
Add o\road\Ces12.p3d
Add o\road\Ces6.p3d
Click on the Curves Tab> Hit Add
Add o\road\Ces10 100.p3d
Add o\road\Ces10 75.p3d
Add o\road\Ces10 50.p3d
Add o\road\Ces10 25.p3d
Click on the Terminators Tab> Hit Add
Add o\road\Ces6konec.p3d
Hit Okay
Add
-Name it Asf -Asphalt Road-
Max. Angle 60
Max. Bank 40
Check off Automatically align to surface
Click on the Straight Part Tabs>Hit Add
Add o\road\Asf25.p3d
Add o\road\Asf12.p3d
Add o\road\Asf6.p3d
Click on the Curves Tab> Hit Add
Add o\road\Asf10 100.p3d
Add o\road\Asf10 75.p3d
Add o\road\Asf10 50.p3d
Add o\road\Asf10 25.p3d
Click on the Terminators Tab> Hit Add
Add o\road\Asf6konec.p3d
Hit Okay
Add
-Name it Kos -Cobble Stone Road-
Max. Angle 60
Max. Bank 40
Check off Automatically align to surface
Click on the Straight Part Tabs>Hit Add
Add o\road\Kos25.p3d
Add o\road\Kos12.p3d
Add o\road\Kos6.p3d
Click on the Curves Tab> Hit Add
Add o\road\Kos10 100.p3d
Add o\road\Kos10 75.p3d
Add o\road\Kos10 50.p3d
Add o\road\Kos10 25.p3d
Click on the Terminators Tab> Hit Add
Add o\road\Kos6konec.p3d
Hit Okay
Go to the tab at the top that says Cross Roads
Add o\road\kr_new_asf_asf_t.p3d
Check Off Automaticaly Align to Surface
A=Asf
B=Asf
C=Asf
Add o\road\kr_new_asf_ces_t.p3d
Check Off Automaticaly Align to Surface
A=Asf
B=Asf
C=Ces
Add o\road\kr_new_asf_sil_t.p3d
Check Off Automaticaly Align to Surface
A=Asf
B=Asf
C=Sil
Add o\road\kr_new_kos_kos_t.p3d
Check Off Automaticaly Align to Surface
A=Kos
B=Kos
C=Kos
Add o\road\kr_new_kos_sil_t.p3d
Check Off Automaticaly Align to Surface
A=Kos
B=Kos
C=Sil
Add o\road\kr_new_sil_asf_t.p3d
Check Off Automaticaly Align to Surface
A=Sil
B=Sil
C=Asf
Add o\road\kr_new_sil_ces_t.p3d
Check Off Automaticaly Align to Surface
A=Sil
B=Sil
C=Ces
Add o\road\kr_new_sil_kos_t.p3d
Check Off Automaticaly Align to Surface
A=Sil
B=Sil
C=Kos
Add o\road\kr_new_sil_sil_t.p3d
Check Off Automaticaly Align to Surface
A=Sil
B=Sil
C=Sil
Add o\road\kr_new_silxsil.p3d
Check Off Automaticaly Align to Surface
A=Sil
B=Sil
C=Sil
D=Sil
Hit Okay
--->Forest<---
Tools>Forest>add
Name:Forest1
Square-fill: o\tree\les_nw_ctver_pruhozi.p3d
Square-fill: o\tree\les_nw_ctver_mlaz.p3d
Square-fill: o\tree\les_nw_trojuhelnik.p3d
Hit Okay
Hit Add
Name:Forest2
Square-fill: o\tree\les_nw_jehl_ctver_pruhozi.p3d
Square-fill: o\tree\les_nw_jehl_mlaz.p3d
Square-fill: o\tree\les_nw_jehl_trojuhelnik.p3d
Hit Okay
Hit Okay
--->Hints and Tips<---
(In Buldozer)
I- Makes terrain Go up Large Intervals
U- Makes terrain Go up small Intervals
K- Makes terrain Go down Large Intervals
J- Makes terrain Go down small Intervals
Holding Right Click and Turning Mouse- Rotates Selected Object(s)
Holding Left and Moving Mouse- Moves Object
Kragina-Textury- Textures
Poirodni Objekty- Natural Objects
Lidske Objekty- Artificial Objects
lesy- Forest
Siti- Road
Placing Objects-
Right Click
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Thanks, that's a good place to start!
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Hopefully this isn't too long... Just something I put together to help people it is no where near being able to teach you how to use the hold thing but I hope it will help atleast one person.
....
--->Forest<---
Tools>Forest>add
Name:Forest1
Square-fill: o\tree\les_nw_ctver_pruhozi.p3d
Square-fill: o\tree\les_nw_ctver_mlaz.p3d
Square-fill: o\tree\les_nw_trojuhelnik.p3d
Hit Okay
Just a follow-up question in relation to the forest settings: After adding these forests to my island, I found that the 'ctver' type doesn't allow me to enter the forest. I'm presuming that this is only applicable to the 'square fill' section, as the triangular sections seem to be fine. Do you know of any alternate forest sections that will allow a player to enter?
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The whole mess with forests - what works and what doesn't, and the config.cpp code to make it work - is explained in the WRPtool manual, and is essential reading for all three editors.
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The whole mess with forests - what works and what doesn't, and the config.cpp code to make it work - is explained in the WRPtool manual, and is essential reading for all three editors.
Thanks for the pointer. I read that WrpTool had a great manual, but I didn't even consider that it would also be relevant in terms of general OFP editing tips. Great suggestion!
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Whoops sorry I kind of left out that part about the config file.
class ReplaceObjects
{
class Forest1Border
{
replace="O\Tree\les_nw_ctver_mlaz.p3d";
with[]={};
};
class Forest1Triangle
{
replace="O\Tree\les_nw_trojuhelnik.p3d";
with[]={"O\Tree\les_nw_trojuhelnik.p3d"};
};
class Forest1Square
{
replace="O\Tree\les_nw_ctver_pruhozi.p3d";
with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"};
center="true";
};
class Forest2Border
{
replace="O\Tree\les_nw_jehl_mlaz.p3d";
with[]={};
};
class Forest2Triangle
{
replace="O\Tree\les_nw_jehl_trojuhelnik.p3d";
with[]={"O\Tree\les_nw_jehl_trojuhelnik.p3d"};
};
class Forest2Square
{
replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d";
with[]={"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"};
center="true";
};
};