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Author Topic: Actors.static tools(how to use?)  (Read 1770 times)

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SAS~CirX

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Re: Actors.static tools(how to use?)
« Reply #12 on: September 14, 2009, 03:58:39 AM »

Hi

I am moving this to the school section. We want to try to keep the Factory forums only for downloadable mods, and all the tutorial type threads in one place. :)
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #13 on: September 14, 2009, 04:35:00 AM »

Hi Zuti

I am using the map_FMB_tools.rar which unpacks the Act_093 folder,
also the Actors_CS_1.1.rar for the cut and shift tool.

I seem to have the Actor tool figured out,other than that the cut tool I am finding to be quite time consuming with going back and forth into my game to get the proper coordinates ete ,to test for cutting.I have it somewhat working I believe.

I may go on to auto-pop now and try to build a template for my map to auto-pop with,
then back to the Cut tool to cut my actors down after populating my map.

Yes if you come across your old links,I would be interested in seeing your program thank you

Thanks for moving the thread to the correct forum SAS~CirX  ;D
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #14 on: September 14, 2009, 02:46:09 PM »

Well,the cutter tool's a bugger to run

Any hint's?  ;D
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #15 on: September 17, 2009, 07:11:56 AM »

Well I have the cutter tool figured out,it does take a lot of time and math to be able to cut the actors down into correct sizes and area's for the map though.I used Vanilla FMB and placed one house in each of the 4 corners I wanted to cut out of the actors to find the coordinates of the 4 corners of the area I want to cut out.

In mission builder once the .mis file is created you can go into your mission file and each house under buildings will give you the coordinates of where it sits on the map.This way you can get the exact coordinates of where you want to cut.

Enter all the info ete according to the instructions and it will cut the actors down to size,took me quite a few trial runs to get accurate with the coordinates.

I now have my map with 8 actors cut out for it,loading each of them individually by having them named differently and having the load.ini edited to use which ever one I want by using > ;
to make the actors your not using to not load.

It was a real Bear to get going ,but once you have the map size and the coordinates figured out it is not too bad to work with.
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|ZUTI|

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Re: Actors.static tools(how to use?)
« Reply #16 on: October 27, 2009, 03:55:15 AM »

I'll upload my tools this afternoon.

Complete actors.static tools + my own cutters. It's automatic. YOu just select areas on the map that you want to cut out (upper left and lower right corner) then point to that saved mission and the rest is done automatically. You'll get a grip of it after few tries, perhaps even sooner.

Cheers.

EDIT: Here it is:
http://www.352ndfg.com/zuti/Zuti_SAS_Tools_Pack.rar

Actors Manager has detailed readme that I suggest you go through. It explains it's functionalities. Areas remover in the other hand does not have them. Like i said, use static objects to mark areas that you want to remove, then save as new mission, point to that mission and you're done.

Screenies of those programs:

Manager


Remover
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #17 on: October 30, 2009, 05:59:03 AM »

Well, thank you Zuti it is much appreciated!

Cheers
air_tramp
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agracier

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Re: Actors.static tools(how to use?)
« Reply #18 on: October 30, 2009, 07:57:37 AM »

Complete actors.static tools + my own cutters. It's automatic. YOu just select areas on the map that you want to cut out (upper left and lower right corner) then point to that saved mission and the rest is done automatically. You'll get a grip of it after few tries, perhaps even sooner.


I've been trying it out, but being dense at times, I don't seem to understand what is meant by 'selecting the areas on the map' - how does one select a map area so that it is saved into a .mis file?
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|ZUTI|

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Re: Actors.static tools(how to use?)
« Reply #19 on: November 01, 2009, 05:10:56 AM »

Use, for instance, first object in "Static objects" in FMB. That would be TrainStock_Car0, or something like that. THen you place it firt at the top left corner of your desired area and secondly at the bottom right corner of that area (you know what you want to "box"...) and just save. Mission will have entries in [NStationary] and my program reads those, then takes pairs and get's coordinates. Based on that, it eliminates actors in that area.
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #20 on: November 01, 2009, 05:26:27 AM »

I've just been using the map grid for coordinates to cut sections out
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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #21 on: November 06, 2009, 07:22:51 AM »

I have just tried to create a new Master actors for my map,
after combining all the outBuilding files,renaming eveything to InFiles I get a string out of range -5 error and I can not get a Master created.

Any info on this -5 error ?

Thanks....

air_tramp
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agracier

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Re: Actors.static tools(how to use?)
« Reply #22 on: November 06, 2009, 08:59:33 AM »

I have just tried to create a new Master actors for my map,
after combining all the outBuilding files,renaming eveything to InFiles I get a string out of range -5 error and I can not get a Master created.
Any info on this -5 error ?
air_tramp

Sometimes, not always, but sometimes, that happens when after adding the outBuildings extracts from individual actors files, you forget to delete an empty line, or there are too many empty lines at the end of the inBuildings.txt file.

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air_tramp

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Re: Actors.static tools(how to use?)
« Reply #23 on: November 06, 2009, 10:34:21 AM »

Hey thanks agracier I'll keep that in mind,
I actually just come back to post that I figured it out what I was doing wrong...

I am working on two separate maps of different sizes and I mixed up using the wrong Mapsize.txt to create  :-\

Now that I noticed that and put the correct Mapsize.txt into the base folder to create my Master it worked perfect  ;D
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