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terrain and hmp #10636
10/12/02 00:44
10/12/02 00:44

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is it posible to build holes in a hmp terrain or to make it pasable at some points....for a tunnel for example...

thanx

Re: terrain and hmp #10637
10/12/02 00:47
10/12/02 00:47

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Nope.

Re: terrain and hmp #10638
10/12/02 07:39
10/12/02 07:39
Joined: Jun 2002
Posts: 724
atlantic canada
pocorev Offline
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pocorev  Offline
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Posts: 724
atlantic canada
if you wanted to do a tunnel for instance, you could place a piece of level geometry/prefab etc... anything that looked like the entrance to a tunnel on the heightmap. then place an invisible entity with a level change property attached to it in front of the entrance. once the character runs into this invisible trigger, he can be transported to a tunnel level you create in wed (like any other). inside the tunnel level, you can have a similar trigger set up to return to heightmap area..... just a thought

Re: terrain and hmp #10639
10/12/02 12:07
10/12/02 12:07
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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That's a good way to do it Pocorev. Unfortunately, as Joe pointed out ever so elequently [Wink] , its not possible to cut holes into hmp.

-Jeff

Re: terrain and hmp #10640
10/12/02 14:40
10/12/02 14:40
Joined: May 2002
Posts: 22
milwaukee
Burncycle Offline
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Burncycle  Offline
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Posts: 22
milwaukee
why not put a dip in your hmp map where you and the tunnel, then put a roof on part of it, posibly made of a very small hmp or a block, that might acomplish some sort of underground area. or, you can put a hole where two hmp maps meet by having one dip below the other at one point along the seem.

Re: terrain and hmp #10641
10/12/02 18:50
10/12/02 18:50

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thank you a lot for your help....

Re: terrain and hmp #10642
10/12/02 23:27
10/12/02 23:27
Joined: Jun 2002
Posts: 724
atlantic canada
pocorev Offline
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if you want to take a quick peak at what i meant, try this http://www.pocorev.8k.com/photo.html
it's the last pic.

it was done very quickly and without consideration of scale or precise placement... it's just to show you that you can actually 'pierce' a heightmap with a piece of level geometry and make it look like a tunnel or sewer pipe or whatever you want. it offers a workaround for what you were discussing.

good luck


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