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Trees and Geo's UNDER water

Posted: 03 Jul 2006, 22:21
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.

Posted: 03 Jul 2006, 22:27
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

Posted: 03 Jul 2006, 23:12
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

Posted: 04 Jul 2006, 01:58
by Cheesecan
I already knew this, thought it was common knowledge. ;)

Posted: 04 Jul 2006, 04:31
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.

Posted: 04 Jul 2006, 15:20
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

Posted: 04 Jul 2006, 15:21
by NOiZE
also make sure the waterheight is way below your geo/tree spots, otherwise mapconv will not put there!

Posted: 04 Jul 2006, 15:52
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?

Posted: 04 Jul 2006, 15:57
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.

Posted: 04 Jul 2006, 20:18
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

Posted: 05 Jul 2006, 11:17
by NOiZE
According to the changelog in 0.50b1

-Floating features now works


So that should work...