The terrain_h object looks like nothing more then a deformed plane object on the bottom of the bridge assembly. Also, the collision_hc object looks like a shell type object over the ramp object. I also noticed that many of the other objects resemble shell type objects as well. Are these conventions done for practical reasons in simplifying the design of the ramp for the game engine? In designing my own versions of such objects I developed a habit of adding the separated objects into library folders of my gsl installation; it's relatively simple to do and helps me to mimic the original parts of this and other bzii props. On a side topic about the terrain_h plane type object can deformed planes serve as terrain sculpting tools, i.e., making perfectly sloped grades, recessed terrain, mounds, etc? Anyways, tanks for any feedback on either of these issues...BNG
(http://static1.filefront.com/images/personal/l/lppena/106799/piheyhkray.thumb500.jpg)
QuoteOn a side topic about the terrain_h plane type object can deformed planes serve as terrain sculpting tools,
sections of terrain created with the environ.export console command can be used to shape map terrain, so you can recreate the same shapes over and over again.
Normally the terrain and terrain__h are the same shape when made via the console command.
Collision__hc objects are used to simplify the collision object of a building, if a building does not have one its structure is used to determine the collision. High poly buildings benefit from a simple collision object because calculating collisions can use allot of pc resource.
Or gun towers, for example, have an animated turret, that cannot be used as a collision object, so you create a simple collision frame to cover the base and the turret.
If you cannot make the collision__hc simpler than the (un-animated) building, there is little point in having one. Animated buildings, extractors, power gens etc should have collision__hc
As mrtwosheds beat me to, you can export terrain from bz2 into XSI files, and then re import it and place them around the map to keep your deformations.
I wonder how big they can be? I have been wodering for a while if I could use 3DS MAX to make a map using a large grid plane and restricting the movement of the poinst up and down.
I posted some 'ramp' terrain objects some time ago that can be used to make perfectly smooth ramps, just place them and they go 'poof' when exiting the editor, leaving no scrap behind but a nicely sloped hill instead...
Objects can be the size of maps. I don't know what effect that would have if it were given a collision object but I've dropped non-collideable objects in the engine the size of the entire map...
You can't tell me you haven't mistakenly made something the size of a small moon and dropped it in the editor??? It's cool to fire up a map and realize you're a speck on the surface of the object you were working on... :)
-Av-
i once made an isdf scout about half the size of a map - it was really fun to drive it over the FE SP maps and crush everything
if only there was some way to spawn one of those in a pilot DM...
(http://www.freewebs.com/bigbadbogie/bigscout1.bmp)
(http://www.freewebs.com/bigbadbogie/bigscout2.bmp)
^
A small version of it :-D
Holy CRAP!
I can't even imagine what people would say in a ZST (other than "GOD-ZILLAAAAAAHHHH", of course).
Quote from: Avatar on February 28, 2008, 09:55:49 PMI posted some 'ramp' terrain objects some time ago that can be used to make perfectly smooth ramps, just place them and they go 'poof' when exiting the editor, leaving no scrap behind but a nicely sloped hill instead...
OH PICK ME. I WANT ONE.
You couldn't reach the pedals.
Its a 5 man crew, duh!
One to hit the throttle, one to hit the brake, one to pull the wheel to the left, one to pull it to the right, and one to bark out orders to everyone.
like i said - that is a miniature version of it :evil:
Does it shoot SUPER MINIGUN? And perhaps FAD Missle (fire and die)?
15 kiloton warheads mounted in the rocket section and 550 caliber rounds in the gun slots
Quote from: Feared_1 on February 29, 2008, 04:34:06 AM
OH PICK ME. I WANT ONE.
The ramps? I don't have any place to host them, but maybe someone else is...
Otherwise PM me an email address to send them to...
-Av-
You can still use spike.http.co.il if they are under five megs and post link here.
I know a permanent mega-upload method if anyone is interested.
I noticed that the export terrain thingy molds the terrain when moving it around the map. Tanks guys...BNG
All you have to do is make a shape, set it as the 'terrain__h', and place it as a simple building. When removed the terrain will remain the same shape. This can be used to 'stamp' the terrain over and over, or make things like ramps that are hard to do with the sculpting tools.
-Av-
That's very cool. A modeler could make a whole city of building like structures, ruins, or even fortress type stuff. I wonder if anyone has tried to make some mouse maze type maps; I'll bet the AI goes nuts on such maps. Still, I would imagine that if the walls weren't too high most would eventually be able to scale them after a while or find a way around them. A while back I replaced some of the stock map texture files on some of the maps with my own textures and the results were pretty cool; of course, I only only used them on the top layer. So I'm guessing that any textures placed below the first layer are visible for the texture blending function to take place huh? That might be one way to simulate build windows on raised terrain as it's raised the square painted objects would expand and form into the window looking things; I'll have to try it out to see if it's worth the effort.
I once built a mouse maze style map out of tunnel segments. The AI dove in to the entrance, raced through, and came out the exit. No wrong turns, no real hesitation.
I'm personally surprised that the AI didn't just push through the tunnels and appear on the surface like they do to everything else...
How big is a bz2 building segment? It doesn't quite match up with the grid in my editing program and I would prefer it did.
in 3dsmax a normal base square (like a powergens one) is 16x16
In lithunwrap the same square is 32 x 32.