Author Topic: Milkshape Terrain In Blockland  (Read 9482 times)

Yeah, but they will most likely say what they have always said. "Terrain Is Ugly" "Slows Developement"
imo flat-shaded solid color terrain looks really nice, almost like ModTer but more advanced

QUICK! Someone make a moving Angel Island!


This cannot die.

Don't really know where to go from here, since splitting it up into segments would just be Mod-terrain, and the size of this map exceeds the .blb limit. I don't Have a clue about static objects, or where a tutorial might be, or anyone with knowledge of this for that matter. So this topic is at a stand still until someone continues looking into this, i cannot work further on this with out sufficient knowledge on a work around.

Don't really know where to go from here, since splitting it up into segments would just be Mod-terrain, and the size of this map exceeds the .blb limit. I don't Have a clue about static objects, or where a tutorial might be, or anyone with knowledge of this for that matter. So this topic is at a stand still until someone continues looking into this, i cannot work further on this with out sufficient knowledge on a work around.
You sure did give a good base idea for anyone who does know how to work with static shapes, though.

You sure did give a good base idea for anyone who does know how to work with static shapes, though.
If only Marble Man were here.

For now release the vehicle version B)

If only Marble Man were here.

It doesn't take any advanced knowledge to work with static shapes. They're pretty much the most basic type of 3D objects you have, other than TSStatic objects.

Being able to use a GUI to edit the height of the vertices, and a texture mapper to cover each face with no-line textures, although I don't have the skill set to script such a thing.
You couldn't do that in torkscript anyways, not to mention that the dts needs to be pre-loaded by clients so modifying it while the server is running is a no go.

So basically static shapes are essentially what OP needs to head for?

Don't really know where to go from here, since splitting it up into segments would just be Mod-terrain, and the size of this map exceeds the .blb limit. I don't Have a clue about static objects, or where a tutorial might be, or anyone with knowledge of this for that matter. So this topic is at a stand still until someone continues looking into this, i cannot work further on this with out sufficient knowledge on a work around.
It doesn't take any advanced knowledge to work with static shapes. They're pretty much the most basic type of 3D objects you have, other than TSStatic objects.

Now kiss

No really, Port.
I know you are probably very busy with what other projects you have running, but you seem to have the sufficient knowledge to help A.P.X.
Could you please spare some time and help this poor man?
Maybe just find some manual so he can help himself.

"Its not just a boulder! Its a rock! Its a big, beautiful, old rock! Oh, the pioneers used to ride these babies for miles... And she's in great shape!"

^What would happen if you added wheels

Someone needs to have a vehicle tdm with these.

Also APX you are doing god's work here.


 Terrain as a 3d model would reduce performance issues by 90%, because it is a single object. This would also remove brick lag, and ghosting completely for users with less powerful PC's. Terrain Generators by brick put much more pressure on your GPU and CPU, as well as a very long ghosting time for newly spawned players. If you notice when spawning in-game, special bricks tend to load before bricks and plates do. The same principle would work with this terrain.

 A new concept has been brought to the gallery, by using a LUA scripted height map editor here. Although this may be more compatible with bricks, this could possibly work with a static object. In his "Planned Features", he mentions size and object editing. If the terrain is made into a very large brick, it could be edited by vertices, or edges. If this is converted into an add-on, it may be possible to generate objects, instead of using bricks.