Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: BlauK on May 11, 2007, 03:57:45 AM
-
At least all bech#:s appear white, so do the water areas in delta1-8.
pgrp1-3 and decid0-11 (trees) also have many of white/grey polygons among the textured ones.
-
Regarding the trees, it seems that this textureless object part is called "cllsn".. indicating collision? It has "Hidden=1" tag, but at least in OE these polygons are visible.
In TE these polygons are no longer visible. I suppose it works ok in game as well.
I just wonder why a separate colision object is needed?
-
Another OE related question:
It seems that the LOD:s now change somehow gradually... fade away.
What is the range of this fade from the set Min/MaxDist (how many ft)?
Is it +/- ###ft from the set number or does it work only to one direction from the set distance?
-
Hi Blauk,
first, that cllsn object might indicate the object area that detects bullet that hit it and then generates leaves falling off( new effect added in ah2.1)
I remember HT saying even before 2.1 that they implemented the fade in/out effect for objects, to reduce the "pop!" effects objects have (instant appear).
-
first time the other night i noiced the fading in and out of objects,damn it looks so much sweeter
-
Also some new stuff - we get to choose the type of ground on our tiles - pavement, dirt, bumpy ...
And now it seems when converting ac3d objects into OE it automatically adds all the materials into your object, before i would have to manually add a material to object because they were dark by default.
-
Has anyone been able to place a visible delta in the end of a river?
I dont get anthing visible and my TE sometimes crashes after trying.