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/
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-- 
~Ryan ( skidz )
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