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Playing Manual Vis Points For Flying Maps [message #24227] |
Mon, 09 June 2003 14:44 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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When it comes to the case of flying maps, you have to make "layers" of VIS sectors. Search for my VIS post.
Or give me a second and let me find it...
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Playing Manual Vis Points For Flying Maps [message #24237] |
Mon, 09 June 2003 15:29 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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Ideally, yes. The VIS layers should be separated by 10 meters.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Playing Manual Vis Points For Flying Maps [message #24250] |
Mon, 09 June 2003 17:37 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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How did you make the VIS sectors for your base terrain? Manually separated them? To explode, you have to set the parameter thing to 0, but this gives you a WHOLE lot more sectors then you would need (explode set to 0 splits up the entire meshes into separate triangles). I recommend just chugging through it and separating manually for your base terrain, and clone square planes for your VIS sectors every 10 meters up. Cloning terrain would slow things down a bit, with all the extra polys.
If anyone here can get explode to work correctly, ie, splitting meshes up according to POLYGONS and not FACES please post.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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