SA path tool
Posted 09 November 2008 - 08:58 PM
First off, Deniska, I LOVE your scripts. (both the dff export for the vertex lighting, and the pathtool) I've finally got the the hang of it, and it's actually very easy to use and make the proces of building paths and testing them a LOT faster. (mostly because of the automatic compiler!) Really, Great work
But I have a question. My trafficlights seem to act a bit weird. They work, but when cars take a green light and then go around the corner, they wait for the other red light sometimes. (the other direction, 90 degrees rotated towards the previous light) I have a nod in the middle of the cross section, just like in the original SA, and I apply all directions correctly I hope. (the light facing the orientation) Is there any way to solve my little problem?
Posted 12 December 2009 - 09:14 PM
Tool is in English, thankfully. Just look at the download link, and see that link on the page where it led to, it will work.
Posted 08 February 2011 - 09:55 PM Edited by ZAZ, 08 February 2011 - 10:02 PM.
would you help please, what do i wrong?
ingame i must wait 1 minute till cars appear, then they drive around the first point
download maxfiles (3dmax7) and nodes.dat
could you show again a screenshot with correct splines
no traffic lights created, i just set pathwith to 1.0 and left lanes to 0, then pressed store button
Posted 04 August 2011 - 11:11 AM
it only conflicts at 1 newly created line, recreating that line and trying again doesnt work also i have tried
- creating new max file and draw lines in there and export ( sometimes it works sometimes it doesnt work) and i get the same error
so i was hoping that someone could help me out with this strange error.
Posted 18 August 2015 - 03:42 AM
QUOTE (steve-m @ Jul 5 2007, 17:33) That happened with my tool as well, though. I guess we're missing something in the file format. What I remember is that this happened at area borders, where a node is connected to a node of another file. I managed to get rid of some of them by avoiding navi node links across borders, but that didn't solve the problem completely.
As for the delayed crashes, SA streams path area files on demand, so it's likely there's an error in (at least) one of the files and the game crashes when you get near it, but works fine when you're not.
all point in navi nodes - lets make compare between 2 nodes
1 node = (areaID1, nodeID1)
2 node = (areaID2, nodeID2)
So 1>2 if areaID1>areaID2 or else if nodeID1>nodeID2
Now - navi node always have direction from 2 to 1 if 2>1 and
from 1 to 2 if 1>2
And more info -
navi links for each node must be sorted too...
I tested special at borders of zones - and no crashes for me...
question - did you try my tool ?
QUOTE But I can imagine that the "intersection behaviour" is just a flag that makes cars continue driving till they reached the next node. Maybe it is like the TrafficLights with N S W E
in original SA paths - this parameter is "1" if TRAF LIGHT have direction same as
navi node.... And "0" - if another...
Can someone please explain this again. Is an old thread but I am having the issue of "super sonic car speed/warping".
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