[hlcoders] Grass in large maps

2005-03-08 Thread Chris Ayres
[ Converted text/html to text/plain ] 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

RE: [hlcoders] Grass in large maps

2005-03-08 Thread Maurino Berry
for what you're asking.. simply making a mesh with a couple of polygons and a grass texture would work fine.. it would be about the same amount of work as them placing your brush entity, and would work much better and allow them to have much more control

Re: [hlcoders] Grass in large maps

2005-03-08 Thread tei
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

Re: [hlcoders] Grass in large maps

2005-03-08 Thread Adam \amckern\ Mckern
Just a thougt, take a look at displacent blends, and the details.vmf file, and see if you can add something like the read models to it, and not the stock waste rubish plants (like grass and weads) Adam --- tei [EMAIL PROTECTED] wrote: Another alternate nice idea: The sniper on GCMod for