Another alternate nice idea:
The sniper on GCMod for BF1942 have a dropable hidden carpet that looks like a rock or something similar. This camo its much more useable than grass. Even if other players notice the camo, dont know if the camo its "populated", so will fire against the camo, but the sniper can be in other location. (Its like the hologram on some good old Quake1 deathmach mods. )
You will control how the camo will render, but the render of grass can be different on different 3d cards... its random (maybe), so I dont think its a really good idea to abuse of grass.
Chris Ayres wrote:
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The mappers on my development team have asked for grass for snipers to hide in. They want something that doesn't cost too much, and doesn't require them to put models in. My thought on the issue is that we could do a brush entity, and render sprites. Detail would be lowered the farther away from the grass that you got. It would be tall, weedy grass that snipers could hide in.
I am not exactly sure as to the best way to impliment this. It would be used for large, outdoor maps. Does anyone know good ways of implementing something like this or good places to start?
Thanks, Chris If it is to be, it is up to me.
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