Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: NHawk on August 11, 2007, 06:14:14 AM
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This would take somewhat of a rewrite of the code, but I don't think it would be to terrible to implement...
Put the terrain textures into separate .res files and make them a selection in the TE and/or the Arena Setup in game.
This would allow for the 4 seasons, plus a tropical set of textures. For a total of 5 .res files containing nothing but textures.
So you'd wind up with these .res files...
htdlg.res
models.res
sounds.res
stdshape.res
spring.res
summer.res
fall.res
winter.res
tropic.res
It's been a while since I messed with the textures, but if I'm not mistaken the alpha texture for trees also determined the collision factor. So retexturing trees to meet the seasons shouldn't be to bad.
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(http://img515.imageshack.us/img515/6986/sign0156or0.gif) (http://imageshack.us)
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This would be quite enjoyable since seasons has been requested by MA and H2H players alike.
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Originally posted by Denholm
This would be quite enjoyable since seasons has been requested by MA and H2H players alike.
That's what prompted my post. I was trying to think of a way to accommodate the seasons without increasing the size of the terrain .res files. This was the best idea I could come up with, and it's a one time download.
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A while ago Skuzzy said they were looking for people to submit different trrain tiles for the different season which they could put into main arena maps.
i t would be nice if we could get the diferent seasons instead or bright summer time all the time
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Well, there's a difference between seasons and tiles. If we make seasons the way NHawk described we might even be able to change cloud types and perhaps in the future get thunderstorms, snow storms, blizzards, etc...
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I just want to see PTO maps that actually LOOK like the Pacific without all the Eurocentric objects. :(
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And Delta's that are usable.... ;-( anybody found a workaround for this yet?
Could really use it in my terrain...
Mid
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If you explain what you mean by "delta" perhaps I can help you or team up with you on a project.
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The Deltas that allow you to tie the river tiles into the ocean.
I have figured out what was wron with Delta 6.
Here it is in the terrain editor.
(http://www.mrmidi.net/images/AH/delta6.jpg)
I exported delta6 from the OE as a .ac file then opened it in AC3D
and in the Hiarchy view window I switched the objects 'tex0' and 'tex1'
so that 'tex1' was on top of 'tex0' then saved the file and re imported it
into the object editor, then placed it in the terrain editor and built my test map and ran a pt boat from the ocean thu the delta right up the river.
Here is a short video of the map....
Ignore the song...ll sorry just loved that song since I've been knee high to a grasshopper.
Delta to river (http://www.mrmidi.net/images/AH/vids/delta_0001.wmv)
Sorry Nhawk did not intend to hijack your thread just got all excited
when I got the delta to work...
Midi
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Way to go middog. :aok
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Midi, any way you could host that delta for download? Would help a whole lot of mapmakers with that problem.
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Yeah working on getting all 8 of them working and then I'll host them on the site...:aok
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Working Deltas are now on the website.
Mr. Midi's Place (http://www.mrmidi.net/dloads/AH/)
Mid
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Great discovery MrMidi :aok
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Thanks guy's hopefully this will help some.
No to figure out how to solve the transition from one river tile
to the next with out the line at the joining edges...
Mid
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The problem with the edges is that they get blurred over to the opposite side of the texture. If one has a texture with land at left side and water at right side, there will be a slight glimpse of water at left edge and slight glimpse of land at right edge.
The only way I have found to overcome this is to leave 1 pixel at each edge unused when texturing the polygon.