I noticed in TS 7.6 modeler that if you right click the plane object settings you can either set single or the defaiult double sided kind in addition to the number of segments for the plane object. What is the optimum number of segements for objects like terrain/__h, etc. I prefer 1 segment to keep the face count low, but would there be a good reason to set the segment count higher? Tanks, BNG.
You can't see the bottom of terrain__h so why bother?
terrain__h is invisible, hence the __h
terrain is not invisible but is perfectly flat, so like all BZ2 mesh without a special flag it is 1 sided.
__2 is the 2 sided flag. __2g is something I have recently seen used on cockpits. It is 2 sided glass (whatever glass means). Terminals should use __2g
From what I can tell, terrain__h tells battlezone to remove that area from the game terrain and make it operate by a object, if the object terrain__h has a face on the top, then nothing can pass through the terrain, but if there is a gap, then a object or player can fall through into the void of battlezone...
So basically terrain__h will take that area of the object away from the terrain and if there is no face, there will be a hole.
Any sense... It is 2am here, not thinking properly.....
Sorry
Shane
terrain__h will also realign align all terrain around it to fit with it.
@Shane - Objects can't pass through the void, only weapons.
In order to get the building using the terrain_h/terrain to fit the ground without gaps it is best to use a grid of exactly the right sizes like the stock units do, anything else will produce gaps and ugly terrain distortion, the terrain_h and terrain grids are designed to fit the actual bz2 terrain.
Tanks guys. I see the standard sizes are like 8x8, 16x16, 32x32, and 64x64. I seem to remember that AV sent me some terrain ramps that diaappear when they are placed in the map editor and leave the terrain nicely shaped. How does that work. Is it that the map editor builds up the terrain under the ramp? BNG.
the vertexes of terrain__h do not move in any direction other than up and down, thus, when a terrain_h is placed the vertexes can match their height to the actual terrain. When they are removed (in Av's case by a life span) the terrain remains distorted. Terraforming constructors could use this principle.