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caves fully made out of hmps
#64562
02/17/06 13:18
02/17/06 13:18
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Joined: Jun 2005
Posts: 4,875
broozar
OP
Expert
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OP
Expert
Joined: Jun 2005
Posts: 4,875
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hi all, many of you searched for a method to make caves using terrains, but they failed with the ceiling. "hmp file format is a simplified mdl format, and to turn hmps, you must make them mdls first", was the main answer. but there is a better, faster way. i cannot believe i am the first one who thought of that... surely i am not. look, this is a shot from the floor to the ceiling:  i know it is just an ugly test level... but look: both terrains are hmp files, the lower one has nothing applied, the upper one uses a simple effect --> that is all the code: Code:
texture entSkin1;
technique vegetation { pass p0 { Texture[0]=<entSkin1>; ZWriteEnable=True; CullMode=None; // CCW when sigle sided polys, or None when double sided polys
ColorArg1[0]=Texture; ColorOp[0]=Modulate2X; ColorArg2[0]=Diffuse; } }
no more need to make it an mdl.
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Re: caves fully made out of hmps
[Re: ello]
#64566
02/17/06 14:04
02/17/06 14:04
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Joined: Jun 2005
Posts: 4,875
broozar
OP
Expert
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OP
Expert
Joined: Jun 2005
Posts: 4,875
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yeah ^^ thatīs a cool idea! gonna try it. [edit] here is it, have fun Code:
texture entSkin1; texture entSkin2;
technique vegetation { pass p0 { Texture[0]=<entSkin1>; ZWriteEnable=True; CullMode=CCW; //
ColorArg1[0]=Texture; ColorOp[0]=Modulate2X; ColorArg2[0]=Diffuse; } pass p1{ Texture[1]=<entSkin2>; ZWriteEnable=True; CullMode=CW;
ColorArg1[1]=Texture; ColorOp[1]=Modulate2X; ColorArg2[1]=Diffuse; } }
Last edited by DaBro0zar; 02/17/06 14:26.
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Re: caves fully made out of hmps
[Re: Pappenheimer]
#64570
02/17/06 19:52
02/17/06 19:52
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Joined: Jan 2005
Posts: 567 Sweden
Gafgar
Developer
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Developer
Joined: Jan 2005
Posts: 567
Sweden
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why not use a model and polygon collision? ^^ Then you can have one model for both the parts  .. and have a mother seam between them ^^
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Re: caves fully made out of hmps
[Re: Gafgar]
#64571
02/18/06 18:39
02/18/06 18:39
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Joined: May 2005
Posts: 961 Bremen, Germany
tuschcarsten
User
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User
Joined: May 2005
Posts: 961
Bremen, Germany
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Polygon collision is very buggy in A6.... ..I don#t like it yet... it has to be improved much..
...but cool Idea
Bit Happens!
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