Has anyone noticed how the terrain can do weird things on maps like SpeedyMetal when the hardness is <100 on the map?
For example, a nuke will hit a part of the map and make a very deep crater, and at the same time make the rim of the crater VERY high. Its even more noticable when a commander exploads and you get a rim that is so high that antinukes don't work like they should because they end up hitting it.
To *really* demonstrate this, load up speedymetal (.cheat then .give 50 CORKROG), then self destruct all of them. Notice how the rim of the crater is very unrealistic (and very high)? This is partly due to the map settings, but even on other maps the terrain does stuff that dosen't look totally realistic.
Is this by design in the terrain deformation system?
I haven't looked at the source in awhile, but would it happen to do something along the lines of modifying adjacent verticies to a hit by values fom cosine wave of some kind (from 0 to pi/2 * impulse / range)??
Terrain Deformation
Moderator: Moderators
Re: Terrain Deformation
Sucks in more ways than you can count on a butchers fingers.incidenta5 wrote:Has anyone noticed how the terrain can do weird things on maps like SpeedyMetal when the hardness is <100 on the map?
Re: Terrain Deformation
You can count a lot on your fingers.Das Bruce wrote:Sucks in more ways than you can count on a butchers fingers.incidenta5 wrote:Has anyone noticed how the terrain can do weird things on maps like SpeedyMetal when the hardness is <100 on the map?
As for the map deformation, if you set the hardness <100 then you, as map maker, want silly things to happen.
And don't try to reason maps which contains the words: "speed" and "metal".