Problem with road textures is that they don't rotate according to shape - curves etc. Currently I dont have visible roads for ground units - only as waypoints for them. I saw there is program in terrain utilities to draw roads but I need to check it's function first.
#4395582 - 12/19/1712:00 PMRe: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test]
[Re: Soczkien]
awesome maybe you could do the animation of the flying turret in the tanks after being hit?
It has to be coded I think. Actually there is already flying debris script after explosion.
Last days i was working on hesco style bases. Made few hesco bunkers models , some walls and some additional buildings. Also optimized existing hesco barricade model at farps from 5k polys to 1.4k. Created diffrent texture for winter, summer and desert.
Last edited by Soczkien; 01/11/1807:35 PM.
#4399441 - 01/11/1808:36 PMRe: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test]
[Re: Soczkien]
wow I know that rapota is professionally working in games.but you too I did not know that a bit more and there will be a new game great that you reducing polys.
#4399512 - 01/12/1809:20 AMRe: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test]
[Re: Soczkien]
Today i found method to render shadows directly on object textures. Left and right side are the same models - only diffrent texture. Right side have shadows + ambient occlusion effect rendered. Also i found easy method in Lightwave to connect multiple textures into one file.
Last edited by Soczkien; 01/13/1807:15 PM.
#4399788 - 01/13/1808:10 PMRe: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test]
[Re: Soczkien]
awesome.I've always said that I the most miss shadows. Looks 10 x better. And you sure this not cause drop fps? question whether in the future it will not interfere with the added dynamic shadows.
#4399791 - 01/13/1808:20 PMRe: New High Detailed Trees ! [V1.2] , Carriers Replace, New Water [Test]
[Re: Soczkien]