Thanks for the awnsers.

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Pathfinding use the footprint !!!!Maelstrom wrote:Smoth posted a thread somewhere showing that weapons do collide correctly with tall features, using the footprint and height to determine collisions. However, the sphere thing still has to be huge, so that might be a problem for pathfinding.
Oh OK. Problem solved then.Torrasque wrote:Pathfinding use the footprint !!!!Maelstrom wrote:Smoth posted a thread somewhere showing that weapons do collide correctly with tall features, using the footprint and height to determine collisions. However, the sphere thing still has to be huge, so that might be a problem for pathfinding.
Yes it would be possible, but it would have to fit in with the optimization of terrain texturing. It would probably require quite some modification, but the nature of texture splatting definitely allows it.Would it be possible to dynamically alter the texture in craters, permamently?
Yes true, but the bumpmap for it looked quite nice so I still used it.Is the mountain texture nontileable or was that just me?
If you mean the lighting on mountains changing slightly on LOD changes... yes that is the last thing I have to fix.Anyways... the LoD still looks a little off, when you have a mountianous region that gets closer to the screen because of altitude it can cause it to go into a closer LoD rating then the ground around it and make some odd looking tiling/shading issues.
YesI realise it is not particularly related, but are there any moves on dealing with oversized features in maps, such as aGorm's massive trees, or tall buildings in urban maps?
I (we) would like a new pony uncle Zaphod!!!Torrasque wrote:Yeah, we want a bsp format format like half life !!!Slamoid wrote:Zaph, is there any progress being made tward multi-level terrain in the next version?