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Mapping after v21

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CityRPG:


--- Quote from: Khepri on February 07, 2012, 12:19:54 PM ---It shouldn't be too hard to add some sort of polysoup type collision. http://www.youtube.com/watch?v=vl--48f_65U

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--- Quote ---PolySoup collision test in the FPS Environment Pack using TGE 1.5.2 and Ben Garney's OPCODE polysoup resource
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Ben Garney

Hmmmm.

Khepri:

Well then.  :cookieMonster:

Aphtonites:


--- Quote from: CityRPG on February 07, 2012, 12:18:00 PM ---Not to mention static shapes always have a square collision mesh, don't they? It won't work like the interiors did.

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Why are you implying that i want this to replace interiors?
This is to add detail to the map, and make the map feel less like a flat wasteland.

Nasoa:

I've got some excellent ideas.

cciamlazy:


--- Quote from: CityRPG on February 07, 2012, 12:18:00 PM ---Not to mention static shapes always have a square collision mesh, don't they? It won't work like the interiors did.

--- End quote ---
No... Look at GSF carriers. It's not just 1 square around it.

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