wombat50 Posted November 4, 2016 Share Posted November 4, 2016 Trying to fix some vegetation on a map that has incorrect tagging for some of the vegetation allowing AI to see thru it. RSB's are tagged correctly according to the RSB Editor so I'm wondering if it is possible to hex edit setting/settings in the .map file to correct the incorrect tagging when the map was exported. Here is the offending rsb in the .map file. Do any of the symbols outside the names relate to settings for the RSB? 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 4, 2016 Share Posted November 4, 2016 Help me out, what kind of tagging are we looking for here? What are the options? Surface/material tags, e.g. "Foliage" (hex 16), "Wood" (hex 02), etc.? The symbols aren't helping, we need to look at the hex code of the file itself. (I'm assuming "rf01_unlit.map"?) Edit: Had a look and wasn't able to discern any surface/material tagging in the .map file so far. Doesn't mean they're not in there, just that I didn't recognise any. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted November 4, 2016 Author Share Posted November 4, 2016 (edited) These are the rsb properties for M01_Shrub01.rsb. The shrub can be shot thru, grenades pass thru, AI can not see thru and foliage is checked where when shot the bush drops leaves. Needs no "Damage Texture" and "None" for surface type. Hex editor portion from M01 Caves.map: (I have stacked the hex over the text) The above is a ctrl+F looking for "shrub" in the M01 map file. If I cycle to the next occurrence I get some hits almost at the bottom relating to tree_shrub. May do some comparisons between those hits and any in the maps that are incorrectly tagged. Quote (I'm assuming "rf01_unlit.map"?) You are probably correct. I can't remember which map rfl1_shrub01.rsb was part of. I know, I need to keep up. :-) I don't think I'm off the mark hoping that the vegetation tagging is in the .map file. I have not done enough yet to be convinced otherwise. EDIT: I did a search for "shrub" on rf01_nuclear_day.map and the unlit map too. I didn't get any more hits such as tree_shrub as I did on M01Caves.map. :-( Edited November 4, 2016 by wombat50 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 4, 2016 Share Posted November 4, 2016 Ah, I see. Well, if those properties are explicitly set in the RSB tags, I don't know if it would make sense to have additional tags for those properties embedded in the MAP file, but then again, not everything makes sense when it comes to GR. We need a 3DSM map modeller to chime in here. Please? 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted November 5, 2016 Author Share Posted November 5, 2016 As usual this issue whips me out. Allot of the .rsb's in question are RSE textures that are properly tagged with the RSB editor. But the map maker has made settings in MAX which over ride the RSB Editor settings. What those settings are are beyond me as I have not used MAX. One exception are Tof's textures where they are specific to his maps. In some cases they have no settings in the RSB Editor at all and when the correct settings are made there they have no effect in game. Throwing my hands up. :-) 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 8, 2016 Share Posted November 8, 2016 Same here. Had another look at this and didn't get anywhere. Frustrating. Again, any 3DSM modellers out there, please chime in if you think there's a chance to fix this (or at least to enlighten us)! Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 10, 2016 Share Posted November 10, 2016 Wombat, it looks like AlexKimov may have found pieces of this puzzle and left us some clues to put them together. The investigation continues... 1 Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 12, 2016 Share Posted December 12, 2016 You set the material in max. if you set no material it operates a concrete or ground hit (i forget) If a material is set no RSB settings will be used. Why? no clue. probably to keep the game from crashing when two materials try to execute. 1 Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 3, 2017 Share Posted April 3, 2017 Stay tuned, guys. Map surgery. Next on ghostrecon.net. (net means (sounds like) no in russian) Quote Link to comment Share on other sites More sharing options...
Zeealex Posted April 3, 2017 Share Posted April 3, 2017 NYET BLYATMAN! *tries to hide excitement* Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 3, 2017 Share Posted April 3, 2017 (edited) Dealing with bushes family What we can do: 1. (The best solution) to delete them from the map or make theme invisible. Move theme beyond map borders for example. 2. to replace objects with normal ones. We can take them from any other map (include current map). otherwize some coding required Edited April 8, 2017 by AlexKimov Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 4, 2017 Share Posted April 4, 2017 (edited) I think "line of sight" algorithm is the problem. This little "bad" checkbox makes all the magic. Edited April 4, 2017 by AlexKimov Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 4, 2017 Author Share Posted April 4, 2017 (edited) I think you may be on to something with "Not Collidable 3D" I was skimming through the Ghost Recon_Level Builder.pdf And it did mention collisions when setting plants. Most of what I read was going in one ear and out the other but I'll re-read it. I agree "Line of Sight" is the problem as in the AI can see through vegetation on some of the community made maps. No big deal for PvP but a deal breaker for co-op. Edited April 4, 2017 by wombat50 Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 8, 2017 Share Posted April 8, 2017 (edited) That what's happened: 1. Map makers used "non-3Dcollidable" tag on the geometry. 2. "Broken" .sht file was created. Ghost Recon_Level Builder.pdf states that Quote Keep in mind that 2D collision and 3D collision are calculated independently, and are not interdependent. and it's wrong. Somehow, information saves in .sht file. Maybe it's a feature, i don't know. ------------------------------- What you need to do. 1. to delete .sht files. They will be created on map loading. 2. to change tagging. 3. to load our map again. ... profit Edited April 8, 2017 by AlexKimov Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 8, 2017 Author Share Posted April 8, 2017 Oh my, I will have to try that! Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 10, 2017 Author Share Posted April 10, 2017 On 4/8/2017 at 13:38, AlexKimov said: 1. to delete .sht files. They will be created on map loading. 2. to change tagging. 3. to load our map again. I had no luck so I must have done something wrong. Do I change tagging in the RSB Editor or in the .map file? Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 10, 2017 Share Posted April 10, 2017 (edited) FloorPolygon (wrong name) must be 2 (in cases when it's 10). Check all the maps and objects (see Name:). It seems to me that .rsb files tagged correctly in HU mod. Edited April 10, 2017 by AlexKimov Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 10, 2017 Author Share Posted April 10, 2017 Thanks. I will try it. I agree most of the time .rsb's are tagged correctly in the RSB Editor. BYTEFloorPolygon only to be changed to 2 if the value is 10. Otherwise do not edit? I have no idea how you figured this out but excellent work. Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 10, 2017 Share Posted April 10, 2017 Yes, you don't need to change them. 10 - "non3Dcollidable" 2 - "3Dcollidable" 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 10, 2017 Author Share Posted April 10, 2017 (edited) Making progress. Not sure if the .rsb texture names match the names in the 010 Editor. They don't appear to. Many names are for example: Name: 52 [16] so I'm not sure it is a plant or not. Allot more progress then ever before. Edit: Did a more thorough or complete job of editing the same .map file but have two plants that are still incorrect. Edited April 11, 2017 by wombat50 Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted April 11, 2017 Share Posted April 11, 2017 (edited) Quote Many names are for example: Name: 52 [16] so I'm not sure it is a plant or not. it's a room. numbers -> rooms tank t82 -> vehicle sh, f, oak, tree and so on -> foliage Quote Not sure if the .rsb texture names match the names in the 010 Editor. Quote two plants that are still incorrect. Don't try to fix every plant on the map. I am about to complete modding tools. They will help you (or won't). Edited April 11, 2017 by AlexKimov 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 11, 2017 Author Share Posted April 11, 2017 OK. I appreciate your efforts. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted April 14, 2017 Author Share Posted April 14, 2017 I have corrected the Cartel map tagging that let AI see through vegetation using Alexander's method manually. He is working on modding tools to fix this in a much easier way. Hallelujah! as my poor little fingers are wore to a nub doing it manually. There are several dozen community made maps that can be corrected using his method. Quote Link to comment Share on other sites More sharing options...
AlexKimov Posted December 13, 2017 Share Posted December 13, 2017 (edited) Quote He is working on modding tools December and it's still in "tons of usefu/unfinished files" stage. Typical me. Edited December 13, 2017 by AlexKimov Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 13, 2017 Author Share Posted December 13, 2017 I have found a way with the 010 editor using 'search and replace' and your templates to make it much faster. I did 6 maps the other day with vegetation issues and it was done in 15-20 minutes. Hoping to see Apex soon! Quote Link to comment Share on other sites More sharing options...
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