ORIGINAL: Mraah
Stridor,
Thanks for the hotfix!! It wasn't driving me THAT crazy [;)].
Thanks for narrowing down the "loop" with my map ... again, another procedural error. I noticed that the more bling you add the program the more I'm subject to these procedural errors [:)] ... I'll need to take it slow.
Ok .... I'm at work now but I'll check some things again when I get home.
First of all ... I got a blue screen in SE when I used the kharkov_tree_02a (RC3, from yesterday)... Since you made alot of changes for RC3 (including directory changes) I assumed something wasn't pointing in the right direction. Now, granted, it could be something else ... like a bad structure assignment name.
Again, I'll need to check when I get home. I'm going to do a full install of RC3 again to make sure all the parts are deleted ... including those bad maps.
I do have one question ... When I add a tree structure do I need to give it a structure name ... ie, light woods or heavy woods? Also, speaking of this, you only have Light Woods and Heavy woods ... there isn't a structure name called "Woods".
Thanks,
Rob
Rob,
If SE ever blue screens press the show log button in MM and it will tell you why. It will almost certainly be due to a bad model or link.
You are right there should be a Woods option, I will add it.
There are 2 reasons why you need to set a structure type.
The first is that it tells PCK what type of mountable object the thing is. This only applies to foxholes, trenches, houses and dugouts however.
The second is that it tells MM what colors to draw on the AI map (that is ontop of the terrain to AI color conversion).
For non mountable objects PCK uses the AI colors to determine terrain types (as you know).
Let's do an example:
You put down a house which is squad 1 level 1. MM knows to color the bound box of this house structure RED, so it does that.
Each time MM needs to color in a boundbox for an object it takes a few seconds.
Now imagine that you want to autogen a small village of say 5 houses. Then you would set your values and MM will do all the coloring for you.
For autogen tress you normally set them to an area by a specific terrain color which then gets mapped to "woods" by MM. Therefore MM doesn't need to undercolor each tree and because they are not mountable they will be set as structure type none. This makes the build time fast. If however you set each autogen tree to "woods" structure type then MM will draw that color under each and every generated tree. If you have generated 4000 tress then you are looking at 8000-12000 seconds or a long time.
However the system is flexible. Imagine that you want to hand place a few trees "off" the normal woods color as defined by the terrain map. Well in this case you can set them to "woods" and be happy in the knowledge that MM will correctly color code them for you.
I hope that helps
Regards
S.
EDIT: In essence the system allows you one of two options
Either
1: Place objects on the map and MM will color code them for you depending on the structure type attribute
or
2: Color code areas of your map for MM to subsequenly autogen things onto.
And you can use MM to do a bit of both depending on how you design your map.