Got a few questions for the masters
by Sean Brockest · in Game Design and Creative Issues · 02/04/2007 (11:26 am) · 1 replies
1) How can i use more than 6 textures on a single mission? when i "change" the texture in a slot, it changes all the painting i've done with that texture. 6 textures may be enough land painting for some areas, but i know of some where it wont.
2) when i declare a mission block, i have 2 sets of X,y coordinates to state, but i'm not certain what they represent. I guess i could test to see, but i'l ask as well
Possibility A) X Y X Y, where we're actually tracing X,Y to a 2nd X,Y
Possibility B) X Y +X +Y, where we're drawing from X,Y to X+X, Y+Y
i hope that makes sense. I think B is correct, but i dont know.
3) Baked in shadows are cool, but so is time-of-day lighting. How are you guys handling this? is the "re-light scene" quick enough that you could do it once every 5 mins and not have your players notice the graphics update?
4) to make effective water it's best to carve out a basin and place the block of water in it, right? The problem is that a terrain's Z value cannot go below 0, so the best way to make the basin is to have your existing terrain ambiantly be above 0, so you can go to 0 for a water basin. Is there an easy way to create a new fresh terrain map that's not at a 100% 0.00 z value?
2) when i declare a mission block, i have 2 sets of X,y coordinates to state, but i'm not certain what they represent. I guess i could test to see, but i'l ask as well
Possibility A) X Y X Y, where we're actually tracing X,Y to a 2nd X,Y
Possibility B) X Y +X +Y, where we're drawing from X,Y to X+X, Y+Y
i hope that makes sense. I think B is correct, but i dont know.
3) Baked in shadows are cool, but so is time-of-day lighting. How are you guys handling this? is the "re-light scene" quick enough that you could do it once every 5 mins and not have your players notice the graphics update?
4) to make effective water it's best to carve out a basin and place the block of water in it, right? The problem is that a terrain's Z value cannot go below 0, so the best way to make the basin is to have your existing terrain ambiantly be above 0, so you can go to 0 for a water basin. Is there an easy way to create a new fresh terrain map that's not at a 100% 0.00 z value?
Associate Anthony Rosenbaum
2) If I recall correctkly those numbers are the Min, Max of the bounds of the area cube
3) I never tackled this but there are Day/night resources regarding this
4)Yes, that would the right way. You set the height for terrain tools in the mission editor, it resides in a properties dialog box found in menu.