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Hi, does anyone know how lights currently work?

My issue is that only like 5 lights work for me when I implement them (hangar_hmb_light, light_indoor_football, light_indoor_20...) even though there are plenty in the asset viewer.

I am also still implementing them into my Hangar.blk (in the main WT folder) this way:

  backgroundModel{
  effectName:t="effect_name"
  pos:p3= x,x,x
}

Also I can't find the lights in the new official WT hangar files, and they also seem to be able to switch on and off depending on the time.

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  • 1 month later...
7 hours ago, Bombe18 said:

Hi,

How to make navmesh ?
I selected my road/rails and "use for navemesh" in object proprieties
Then i tried to go to proprieties then Build nav mesh. But nothing happend.

Thank you

You probably need to export the navmesh with the map.

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  • 3 weeks later...

Hi.

I'm struggling here to make a custom map. Pilling 2 months of props, but when i was about to export it to the game,it crashed and said FATAL ERROR.DO U WANT TO SAVE UR PROJECT?

honestly im tired of that sh*t.

When it finally works somehow,only the Detailed heightmap part have the correct texture and other parts are just all black and whole map has no grass even if i have added it in blk file.

this is how it looks now and I'm really longing for the solution

sorry for my bad English

 

IMG_20210417_211427.jpg

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  • 2 months later...

Having issues applying terrain deformation to my location. It seems hit or miss as to what landclasses can apply a material type (terrain deformation material) without causing it to crash when loading in-game.


For example the "tunisia_main_desert_a" landclass set to "main and detailed" and to write to land#1, applies the expected sand material type to the whole map and loads up just fine.

A custom landclass with the same "physMat:t="sand"" will cause the game to crash, whilst commenting out the physMat line will run fine albeit with the default soil material applied to everything.

Some default gaijin landclasses that apply a material type seem to work, at the same time others will cause the game to crash on loading the location in ground mode. Its worth noting that the map loads perfectly fine in air mode regardless of any materials set, but I'd imagine thats due to the lack of terrain deformation for air vehicles.

 

I've attached the custom landclass if anyone wants to take a look (might see something I've missed), as well as the blk for tunisia_main_desert_a which works.

Also a clog if anyone knows how to read them it'd be great as it'd likely say exactly what's causing the crash.

dasht_e_kavir_detailed.land.blk Tunisia.blk 2021_08_01_12_51_44__30836.clog

Edited by MA50CHI5T_TEAB00
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  • 7 months later...

hello,

recently i have made a ground map and i intended to use it as a hangar.

In the custom mission (where i test the map) everything looks fine, but in the hangar, puddles are gone. After I changed any graphic settings, puddles suddenly back, but after playing a battle they're gone again.

I'm looking forward to a practical solution to this problem. I'd be extremely pleased if anyone can do me a favor.

thx.

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  • 6 months later...
3 hours ago, [email protected] said:

如果你使用地面载具开上去你就会发现实际显示与实体模型完全不一致,我建议将机场位置抬高一定高度能一定程度避免这个情况

If you drive up with a ground vehicle, you will find that the actual display is completely inconsistent with the mockup, and I recommend raising the airfield position a certain height to avoid this to some extent

I use translation software, so there may be some language problems, please forgive me

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  • 1 month later...

Can someone help me to remove the ground from a hangar location? I'd like to use this (White Hangar) 

 

https://live.warthunder.com/post/962551/en/

 

but the version without a floor displays one anyway, and the author is not responding to comments on WT live. 

 

I can open the .bin in the CDK and look at the floor, but I have no idea how to make it transparent or, failing that, repaint it in a plain white texture. None of the guides I've read seem to go into that level of detail. 

 

Thanks so much in advance

 

 

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