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SuperSecret
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Postby SuperSecret » Mon Jul 11, 2016 10:45 pm

One of the causes of instability btw may be the fact that the game dislikes many of your bound files...
Yeah, the roads are malformed because I had to split some roads in 2 to avoid collision detection problems (the road colliders are generated assuming the 4 corner vertices are coplanar, but that's not always the case in Chicago, so you would end up floating or sinking in some road corners). There is no feasible way to fix it (apart from re-modeling half the city)
For some reason it took more than a decade and one of the best programmers arround to convert Chicago, don't you think? ;)
It took me about 3 months of work (not continuous) to convert it. I converted the city semi-automatically, the tools I wrote did 90% of the job (for example, most of the roads/buildings were modeled in the same way and could be converted automatically, but some were unique and needeed manual conversion)
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Postby Michaelx1 » Mon Jul 11, 2016 11:01 pm

so when are you going to make the traffic drive in the alleyway like in the first game
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Postby SuperSecret » Mon Jul 11, 2016 11:51 pm

If I remember correctly, I tried, but for some reason I could not get it to work.
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Postby Michaelx1 » Tue Jul 12, 2016 12:55 am

Try harder
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Postby SuperSecret » Tue Jul 12, 2016 1:14 am

I'll rephrase: I tried, but for some reason (I don't remember exactly what, probably crashing, freezing or just not working at all) it could not work. The characteristics of those roads prevented them from having working traffic in MM2.
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Postby aaro4130 » Tue Jul 12, 2016 1:38 am

One of the causes of instability btw may be the fact that the game dislikes many of your bound files...
Yeah, the roads are malformed because I had to split some roads in 2 to avoid collision detection problems (the road colliders are generated assuming the 4 corner vertices are coplanar, but that's not always the case in Chicago, so you would end up floating or sinking in some road corners). There is no feasible way to fix it (apart from re-modeling half the city)

The roads are not malformed bounds.
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Postby SuperSecret » Tue Jul 12, 2016 11:27 am

The bounds are generated from the roads, so if the road is malformed then the bound is also malformed.

Here is an image that explains the issue:

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Postby BUGATTIMAN253MPH » Tue Jul 12, 2016 12:09 pm

"It's annoying when MM2 gets in the way of a perfect mod."
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Postby aaro4130 » Tue Jul 12, 2016 2:04 pm

Look back at my post, I pointed out the malformed bounds in the post.
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Postby Michaelx1 » Tue Jul 12, 2016 2:53 pm

so how will the traffic drive in the allyway
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Postby SuperSecret » Tue Jul 12, 2016 3:26 pm

Look back at my post, I pointed out the malformed bounds in the post.
Okay, I didn't turn my brain on. I guess there is a problem in my bound exporter (by the way, I exported them as .bbnd + .ter, since as .bnd it was extremely glitchy), this archive contains the 3dsMax exporter scripts I used, if you want to take a look at them.
so how will the traffic drive in the allyway
I'm afraid it won't. I'm sorry, but this project gave me too many headaches, and at the moment I don't feel like getting back to it to fix those problems.
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Postby RacingFreak » Wed Jul 13, 2016 7:13 am

In my experience (when doing l01, so might not be very relevant) .bnd worked better than .bbnd (only one required .bbnd), perhaps you can try with bnd or convert bbnd to bnd using the tool of the same name.
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Postby SuperSecret » Wed Jul 13, 2016 11:40 am

Using .bnd resulted in extremely glitchy collision detection (half of the times it did not work at all, it was full of holes), so I was forced to use .bbnd. (By the way, if .bbnd does not work for you it is because it needs also the .ter file)
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