Talking to GSH a while ago he told me fog should now not make buildings disappear when their center passes the fog barrier. This means the poly count raise could be used for nice HUGE objects without fear of oddities.
I always wanted HUGE objects :-o
Well we can make the ground invisible nicely now, I have a nice 360 degree dome (sphere) with stars. So if I can figure out how to put an underside object under the terrain...(any ideas?) I could make a Dirigible Aeronauther map! or a starship or...
Some way of keeping the surface buildable, while being able to fall off the edge and see the underside.
tunnels with no walls :evil:
Can you build on top of tunnels?
No, because they own the terrain.
From my understanding, tunnels own terrain in order to work properly... so no.
Well, if you want to add Z Axis depth to your space mission... wouldn't be very effective though.
Quote from: Warfreak on September 14, 2009, 05:11:41 PM
From my understanding, tunnels own terrain in order to work properly... so no.
And for collisions to work.
One thing to bear in mind though, tunnels do NOT require a collision frame if you use ownsTerrain = 1.
I know this why? because i have a cliff side from CORE with four tunnel objects underneath. The cliff-side has the collision frame, while the tunnels have no such thing. Just setting ownsTerrain = 1 makes them work.
Good find.
When you don't add collisions you get phantom walls meters and meters and meters away from the structure, add collisions.
dam... someone check my reactor wars map (once ive fixed it)
Don't really need it to collide, Just want to be able to make a map look like a 3d object and so you can still build bases on top of it, you will only see the underside if you fall off the edge towards the lethal invisible water, Ok maybe aircraft will fly into an invisible cliff if they try to go under it. A big plant class might do it, might be tricky getting the edges to line up.
Quote from: Nielk1 on September 15, 2009, 10:25:07 AM
When you don't add collisions you get phantom walls meters and meters and meters away from the structure, add collisions.
I never encountered that
Can part of the terrain be invisible or is it all-or-nothing?
the "terrain" object on the model? I suppose if you alpha the texture it could be part.
Quote
- Fix for mantis #1975. Added, to .trn files:
[Texture]
InvisibleTexture = "" // texturename w/o extension, e.g. "mire" instead of "mire.tga"
If this entry is specified, any terrain chunk w/ that texture set
on it will not be drawn at all. Skipping a rendering call to DX9 is
*FAR* more efficient that "drawing" an all-alpha'd out texture, and
should help avoid some exploits. Tested w/ this set to "mire" on
bridges2i.bzn; remember to omit any and all texture extension.
This could be good if you wanted to make a DLL assisted map split half land battle, half space. Keep the radar key from being used (only if the minimap shows half black, half whatever. Shows what I know.) and have a bunch of ships taking off to escape some whatever, DLL transport to the space half of map and let the aircraft class epic battle begin!