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Help: Pathfinding, Generate Sectors. [message #100445] |
Thu, 08 July 2004 12:32 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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But we will be having PT`s that just... hang there :rolleyes:
Like i sead, a new kill explosion will fix a lot, this way you could make it so that all of the high parts of the building are destroyed, but some parts still lay around, so that the PT`s can still be used.
But making something like that is hard.... i think *hides*
And yea, i know it`s more like classic C&C, but i since it won`t need those bleu things (don`t know real name, those things that make buildings work) i think it won`t work the way it should... but worth a try.
Beter known as "raapnaap".
www.apathbeyond.com
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Help: Pathfinding, Generate Sectors. [message #100583] |
Fri, 09 July 2004 09:10 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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I can always search for all the interiors in the always.dat, but that may take a day...
But even if i find them, we would have 2 W3D files... so the interior and extrerior are 2 objects, unless someone know how to make 2 objects become 1 object :huh:
Beter known as "raapnaap".
www.apathbeyond.com
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