Moderators: Jay2k1 , DavidM , The_One
speedy
Posts: 2899 Joined: 11-03-2003 19:25
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by speedy » 17-01-2004 16:47
high world detail won't do anything unless you put some actors to superhighdetail :p
Dazlin
Posts: 860 Joined: 24-03-2003 17:19
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by Dazlin » 17-01-2004 16:50
RaGe|DB wrote:
there u go!
ty! :p [/spam]
BurntLeaf
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Posts: 1043 Joined: 21-09-2003 09:09
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by BurntLeaf » 17-01-2004 17:02
BurntLeaf wrote:
yay for architectonic
BurntLeaf wrote:
yay for architectonic
Maegrim
Posts: 1317 Joined: 09-03-2003 13:26
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by Maegrim » 17-01-2004 17:09
i dont think he's making something for DB
Dazlin
Posts: 860 Joined: 24-03-2003 17:19
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by Dazlin » 17-01-2004 17:16
Maegrim wrote:
i dont think he's making something for DB
quite right :p
/me claims CTF
Armagon
Posts: 1333 Joined: 24-03-2003 14:50
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by Armagon » 17-01-2004 18:48
Rens2Sea wrote:
How do you make them? with cubes? -_-
DavidM's right though. Natural looking rock walls and such are best done with static meshes, rather than terrain. Just look at DM-Antalus, all those walls are static meshes. I'd do some myself if I had any REAL clue about modelling.
Last edited by
Armagon on 17-01-2004 18:51, edited 1 time in total.
Rens2Sea
Posts: 1849 Joined: 09-03-2003 00:21
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by Rens2Sea » 17-01-2004 19:44
Since when do ppl make hills with static meshes? O_o
RaGe|DB
Posts: 1942 Joined: 20-08-2003 17:43
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by RaGe|DB » 17-01-2004 19:49
Since christmas and easter were on the same day!
Armagon
Posts: 1333 Joined: 24-03-2003 14:50
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by Armagon » 17-01-2004 19:55
I thought DavidM was referring to the fact he used the terrain tool to form the map borders.
*Me hides*
Armagon
Posts: 1333 Joined: 24-03-2003 14:50
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by Armagon » 17-01-2004 20:10
Yes but those borders are basically hills. :p
Dazlin
Posts: 860 Joined: 24-03-2003 17:19
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by Dazlin » 17-01-2004 22:10
well i have added some blocking volumes so ermm we should be ok...