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Another track problem.

Posted: Tue Nov 19, 2013 3:18 pm
by Wouter1998
So i decided to add some walls to my map, following this tutorial. I'm using INST objects here, so i've got a wall named PH1_ and PB1_. Also, there's PH2_ and PB2_ on the other side for a second wall.

Thing is, when i get to them ingame, they dissapear, and you also can't crash into them. What should i do?

Posted: Tue Nov 19, 2013 3:27 pm
by sajmon14
Are those walls placed over two different grounds or roads?

btw no need to make PBn_ objects since MM2ct will generate them automatically

Posted: Tue Nov 19, 2013 3:30 pm
by Wouter1998
There's a small road under the walls and the walls are connected to it.

Image

Posted: Tue Nov 19, 2013 3:38 pm
by sajmon14
open the city with mm2ct, go to inst and check if it's assigned to the road

Posted: Tue Nov 19, 2013 3:42 pm
by Wouter1998
Apparently it's connected to BLOCK_4... but every single block is called BLOCK_4. What now?

Posted: Tue Nov 19, 2013 4:03 pm
by sajmon14
but to which block 4? (each has it's own ID number) then find the road on psdl objects list(if you click on it then you will see which one it is) and edit it on the inst list

Posted: Tue Nov 19, 2013 9:03 pm
by zoot
Doesn't inst need the LODs?

Posted: Tue Nov 19, 2013 9:35 pm
by Wouter1998
Well i chatted with Midas on GR and he told me to put GROUND_'s next to the walls, and it works now :D

Posted: Tue Nov 19, 2013 11:41 pm
by Franch88
Any PKG object managed by the INST file must be connected to the PSDL terrain block present under it. In this case you had the connecting to a PSDL terrain block, but it there wasn't present under the object, doesn't matter how much near it. Must always be so on tracks made all of PKG objects managed by the INST file to have them to work properly.
Doesn't inst need the LODs?
The PKG objects managed by the INST file can well don't have LODs, but it's suggested have them, anyway. They're needed only to have the objects visible in farer distances.