another question about deformable terrain
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another question about deformable terrain
wondering how hard it would be to implement a greyscale image to define map hardness?
Re: another question about deformable terrain
I think you can do this with a typemap. Have area A of 1x hardness and area B of 3x hardness. It's like a metalmap basicly, but you use different values of red to define different areas. For example from the smd in Altored Divide remake:
[TERRAINTYPE0]
{
name=Savannah;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TERRAINTYPE150]
{
name=Rocky;
hardness=5;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
Re: another question about deformable terrain
awesome, that's good to know. and necessary for terrain based features so that the ground around them cannot be deformed. whilst leaving other ground deformable. or even just so that rocky ground isn't deformable but sand or dirt is..The Yak wrote:I think you can do this with a typemap. Have area A of 1x hardness and area B of 3x hardness. It's like a metalmap basicly, but you use different values of red to define different areas. For example from the smd in Altored Divide remake:
[TERRAINTYPE0]
{
name=Savannah;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TERRAINTYPE150]
{
name=Rocky;
hardness=5;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}