All displacement handling is done in the engine. By simply having the mod code, you would be FORCED to use an entity and use the mesh builder to manually build the terrain menu. Make your own Hammer and customize VBSP to add custom terrain data into an unused BSP lump.
Thanks, - Saul. 2009/7/29 Adam Donovan <[email protected]> > Given the code base we have in the SDK and considering there is someone to > actually spend the time programming it, would it be possible to create a > terrain system that would outperform the current displacement system? > Perhaps it might be possible to use the current blend texture technique but > ad a little additional control over the blending based on slope and height, > just like cannon fodder did in DispGen. > Any ideas anyone? > http://www.vterrain.org/LOD/Papers/ > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

