Trees and Geo's UNDER water

Trees and Geo's UNDER water

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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Trees and Geo's UNDER water

Post by NOiZE »

I've been fiddling:

Image

First compile the maps with "low" water so the trees and geo's are above water, then use SMFED to make the water deeper.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Noize, you are the man. That is jsut cool. I'mma have fang make a floating geo for EE. That's awesome :p
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

that is really neat! this'll be great for my next map Gyser Fields.

I can always count on noize for some outragious breakthrough
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Cheesecan
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Post by Cheesecan »

I already knew this, thought it was common knowledge. ;)
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Cheesecan wrote:I already knew this, thought it was common knowledge. ;)
I was aware you could have grass under water,, but trees and geo`s oh man
thats very cool.
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aGorm
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Post by aGorm »

On a related matter (this is just thinking out loud), because you can set the height range in SMFED, It would make sense to actully always compile maps with a real small height difference, and then scale them afterwards, as it would surly stop the map conv being so picky with geo spots needing realy flat ground. Not that I've tryed cause Im at work, but that might be a neat way of getting them to appear were they should (I know im feed up of moving that dam green pixel just to make it make a geo...).

aGorm
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NOiZE
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Post by NOiZE »

also make sure the waterheight is way below your geo/tree spots, otherwise mapconv will not put there!
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Das Bruce
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Post by Das Bruce »

NOiZE wrote:also make sure the waterheight is way below your geo/tree spots, otherwise mapconv will not put there!
That should really be fixed as opposed to just worked around. Does the same thing happen with features?
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NOiZE
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Das Bruce wrote:
NOiZE wrote:also make sure the waterheight is way below your geo/tree spots, otherwise mapconv will not put there!
That should really be fixed as opposed to just worked around. Does the same thing happen with features?
agree should be fixed, someone patch it. no features are being placed underwater.

EDIT:

Is there a way to make feature's float? could be kool for icebergs and stuff. well i could just move the object higher of course. but if that tdf tag worked, that would be better.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I think raising the model is the only way currently. Meh. That can get a little cumbersome, then there's the problem of getting it right ;p
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NOiZE
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Post by NOiZE »

According to the changelog in 0.50b1

-Floating features now works


So that should work...
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