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Sandbox Moving TSO


Okay thought I knew how to work this but clearly not. For some reason my moving TSOs just become flat 2d objects. I'm trying to get the chopper to fly along the back straight of the track but the 3do just goes flat, same if i sub another 3do in like the red track truck. What stupid thing am I missing.
9/5/2017, 4:55 pm Link to this post PM T18 Blog
 
JR Franklin Profile
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Re: Sandbox Moving TSO


Okay... I'll take a shot at this, but it's going to get complicated and I am by no means an expert on these and may not be able to explain this clearly or answer any followup questions you may have.

In order to get your helicopter 3do to fly, you need to select "moving" under the "Track Side Object Properties" in Sandbox and then assign a pth file (i.e. path file) for it to follow. That box is located at the bottom of the Track Side Object Properties screen.

Not much can be found out there about "pth" files, so I would suggest that the best way to learn about them and experiment is to open a track in Sandbox that you know has flying objects like a blimp, airplane or helicopter.

Once you've unpacked the dat and opened it in Sandbox, do a search for ".pth". You will likely find a few of those files. There will be one for every flying object in the track. For instance, [sign in to see URL], [sign in to see URL], [sign in to see URL], [sign in to see URL], etc.

Each one of those pth files maps out a flying route for any moving object assigned to it. You can open one of those pth files in notepad you can edit their flying path. That flying route is set up with "way points". The object starts at way point "0", flies to way point 1, then to way point 2, etc. etc..

Open one of those pth files in notepad to see what I mean. Here is an example of one opened in notepad with an explanation to the right after the";":

0 ; This is the base/starting way point. It is always stated as 0.

5 ; This is the number of waypoints. The list of waypoints follows.

-595 30 120 100 0 ; x y z coordinates in Sandbox and timedelay. Implicitly, this is waypoint 0
-200 411 120 130 0 ; way point 1
605 375 120 100 0 ; way point 2
530 -404 120 100 0 ; way point 3
-613 -404 120 100 0 ; way point 4
 
As you can see, there are 5 values to a way point. Those are: x, y, z and time delay. The 5th value of "0" seems to always be that value.

I get the the first 3 values (x, y and z values) from the 3do object placement window in Sandbox. So, to map out a route that you want your chopper to fly, set way point "0" somewhere outside of the track with the "z" (height) coordinate at ground level (probably 0).

Then set way point 1 by taking any basic 3do and temporarily place it where you want your chopper to fly to from way point 0. Write down those xyz coordinates.

Then set way point 2 with another temporary 3do and write down it's xyz coordinates, etc. etc until you've set all of the way points. Once you've mapped out the flying route, go back and remove those temporary marker 3dos.

That 4th value in each way point is time delay. I'm not exactly sure how this works so you'll have to experiment with that number. I think it's to allow a copter to hover at that specific way point for a given period of time before moving onto the next way point.

You'll probably have to go back and adjust the way point "z" height values to your liking.

That's basically how it works. Hopefully I've explained this in a fairly clear and understandable way.

Last edited by JR Franklin, 9/5/2017, 6:18 pm
9/5/2017, 6:06 pm Link to this post PM JR Franklin Blog
 
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Re: Sandbox Moving TSO


So, it seems like I have all that fine, but for some reason my [sign in to see URL] looks like this if its set to move.
--Log in or sign up to see linked image content--
Looks 2d but does follow the path I set. Blimp works too but seems to look 2 when it makes its 1st turn.
9/5/2017, 9:47 pm Link to this post PM T18 Blog
 
JR Franklin Profile
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Re: Sandbox Moving TSO


I see that you mentioned that your helicopter is a 3do. If you put it in the track as a non-moving object, does it show as a 3 dimensional object? Or is it still 2 dimensional like in your picture above?

Last edited by JR Franklin, 9/6/2017, 7:14 am
9/6/2017, 7:11 am Link to this post PM JR Franklin Blog
 
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Re: Sandbox Moving TSO


Yes it does show correct as a static 3do. I have tried all 3 choppers in the shared folder, as well as the Red_Track_Truck, all have the same behavior. They type for the movement is set to chopper as well. I have tried making the radius parameter anywhere from 0 to 180 and see no changes. I have also tried using 4 points as well as 2. It moves fine and follows the correct path but gets distorted into a 2d style object.
9/7/2017, 11:01 pm Link to this post PM T18 Blog
 
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Re: Sandbox Moving TSO


Yep that seems to be one of the downsides of moving objects depending on what angle you are seeing them from. I have played with them and have seen this several times.

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10/24/2017, 6:55 pm Link to this post PM JNorton61 Blog
 


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