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:
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.zipDon'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.