Kerumi Valley - v21 STATIC TERRAIN MAP

Author Topic: Kerumi Valley - v21 STATIC TERRAIN MAP  (Read 9069 times)

Ah now I know what you’re talking about. I believe I know the option for it too, just thought it would forget with BL’s rendering.

why the forget are there 2 lol

thats not what lego pepper used on his map. there was no shading

thats not what lego pepper used on his map. there was no shading
Well it makes polygons look smooth so there are no edges but ok

I NEED TO KNOW THE TECHNOLOGY!

Well it makes polygons look smooth so there are no edges but ok
it still adds shading which is what terrains don't have. it will look stupid compared to a map that has no shading. All the original maps had no shading at all and all faces had the same diffuse color as the next.

I've taken a look at this map.
I don't think I will be using it for anything.

1: Too many datablocks.  I cannot expect my clients to download 3907 datablocks before joining my server.
2: Hidden invisible faces block bullets, vehicle movement, and make the 3rd person camera respond in strange ways.
3: The spawn point has been left underground.

This is lazy, yo:
Code: [Select]
package KerumiSpawnPackage
{
function onMissionLoaded()
{
Parent::onMissionLoaded();
if(!isObject(PlayerDropPoints))
return;
if(!isObject(PlayerDropPoints.getObject(0)))
return;
PlayerDropPoints.getObject(0).setTransform("-120.5 -116 65.2" SPC getWords(PlayerDropPoints.getObject(0).getTransform(),3,6));
}
};
activatepackage(KerumiSpawnPackage);

The rest of the issues I can deal with.
This is a very good proof of concept.  But for me it's basically unusable.



I don't know how you would fix the green on the edges of the textures.
   However I can tell you that Blockland averages pixel values together.
   I would normally move the UV Coordinates away from the edges by one pixel to defeat this, but I've no idea how you would manage this with your current method of texturing.



oh, speeddog, here is that script you requested.  It requires the Selective Ghosting DLL.
https://leopard.hosting/dl/nsjkm/Script_GhostClose.zip
Don't mind the code's comments.  idk what I was thinking at the time.  I must've been in a weird state of mind, cause I can't make heads or tails of the script now.

this type of terrain should be in block party

oh, speeddog, here is that script you requested.  It requires the Selective Ghosting DLL.
https://leopard.hosting/dl/nsjkm/Script_GhostClose.zip
sicc, I'll be sure to put it to use.
As for this map I think I'm gonna scrap it, it really is all buggy but now that I know how to fix this, I'm going to compose a better one that's hopefully bugless and has less datablocks. Honestly it would just take more time trying to preserve this map, it's better to leave Kerumi Valley as a bugged test.

wtf this is cool
even if it's apparently bugged this is a nice job for a start :o

The return of maps? forget yeah! Where're the new slopes?

The return of maps? forget yeah! Where're the new slopes?

maps have been returning for a while lmao

maps have been returning for a while lmao

Yeah even in modter form. Which people forgot was a thing.

Now do Saturn Valley haha epic

Yeah even in modter form. Which people forgot was a thing.
I assume people thought it wasn't enough and think it's too blocky.