Am I right to believe that even if you used the mesh builder to make a terrain, it would never be considered in collision detection?
On Wed, Jul 29, 2009 at 1:43 PM, Jed <[email protected]> wrote: > Waldo (ex Valve/DoD Team) wrote something like this for another engine > not so long ago. Did a nice job of auto texturing terrain with > grass/scree/rock based on the steepness of the slop. Another nice > trick is to apply snow over time based on the normal angle of the face > relative to the vertical (sky). > > - Jed > > 2009/7/29 Saul Rennison <[email protected]>: > > 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 > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

