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Problem with VTP bridge types

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Hi all, I'm making bridges with the standard VTP code - I include an example below. The problem is that there appears to be virtually no correlation between the texture ID number for an individual bridge and its actual appearance in Flight Simulator. If, for example, I make a number of bridges all with the same texture ID (e.g. 1247) they are virtually all different, some with pontoons, others without. I assumed that each individual texture ID as listed in terrain.cfg will create a specific bridge type. Is this right? Many thanks. Best regards, Chris*****************************************************;******************* BRIDGE *************************VTPDataArea 1, 1, 2, 6VTPLayer 7, 0VTPNumTexturesInLayer 1, 0VTPTextureId 1, 0VTPPolyCount 1, 0 VTPPolyMethod2 4, 1, 0VTPWidePoint 8139, 1, 7299, 3VTPWidePointWidth 32VTPChildPoint 1, 0, 1, 0VTPChildPoint 315, 0, 35, 0VTPChildPoint 1, 0, 1, 0........................................................................datamark_v1 label wordCellv_490_227 EQU VTPCellID 0, 490, 227VTPIndexStart label wordVTPIndexHeader 1, VTPIndexData, VTPStartVTPIndexData label wordVTPIndexEntry Cellv_490_227, VTPStart, datamark_v0, datamark_v1TextureStart label wordVTPTextureListHeader 2, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label wordVTPTextureListEntry TextureDataStart, texturemark_0, texturemark_1VTPTextureListEntry TextureDataStart, texturemark_1, texturemark_2TextureDataStart label wordtexturemark_0 label wordVTPTextureName "1050"VTPTextureType 2, 0, 0, 4texturemark_1 label wordVTPTextureName "1254"VTPTextureType 2, 0, 0, 4texturemark_2 label wordTextureDataEnd label wordVTPEnd label word

Hi Chris.Using 1247 as an example:[Texture.1247] // asphalt / 4 lanes / undivided medianType=3Size=4ExcludeAutogen=1VectorAutogen=10This means the VectorAutogen id is 10, and there are 4 variations assigned to 10://Small undivided hiway bridges//Single 4 lane bridge - gen_bridge01[Autogen.10.0.0]AutoObject="02b931b90h,044939438h,06f38a5b0h,0ffb5e7c2h"AutoObjectEnd="0bbf02ca5h,04da890fch,0d0429288h,00db874ach"ObjectSize=80ObjectEndSize=220ExclusionWidth=30ClipData=0Offset=0PlaceOnWater=1Density=100MinAutogenDensity=20//Single Concrete Bridge - ConcreteBridge1[Autogen.10.0.1]AutoObject="0d9aaae37h,0469438b7h,0ed19d2aah,0101a5306h"AutoObjectEnd="03216f40bh,0434d0f54h,0a0732c9bh,0087fedfeh"ObjectSize=30ObjectEndSize=30ExclusionWidth=30ClipData=0Offset=0PlaceOnWater=1Density=100MinAutogenDensity=20//Single Hiway Bridge - gen_bridge07[Autogen.10.0.2]AutoObject="018b2918fh,0497c11d1h,0f2a2c0b5h,065e56362h"AutoObjectEnd="02d7d189ah,043f3f0e5h,075d03fb7h,06b7a4ef8h"ObjectSize=40ObjectEndSize=120ExclusionWidth=30ClipData=0Offset=0PlaceOnWater=1Density=100MinAutogenDensity=20//Single new 4 lane bridge - gen_bridge08[Autogen.10.0.3]AutoObject="0c45eea03h,0464ba40eh,0a3264783h,07eb5df82h"AutoObjectEnd="0da002e64h,04742342ch,0dc960db7h,0600b9c56h"ObjectSize=60ObjectEndSize=60ExclusionWidth=30ClipData=0Offset=0PlaceOnWater=1Density=100MinAutogenDensity=20I believe the usage of the variations is random... so you'd have no control over the output.This is something like the default airport background numbers. They have no control over their output ( and cause the sim to crash at seasonal changes involving snow ).Dick

Many thanks Dick! Now I understand. It would probably be possible to make unique bridge types by editing terrain.cfg. Best regards, Chris

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