ascottk on 2/7/2005 at 08:05
It's basically a terrain designer with a .t3d export of bsp then you can import into T3Ed . . . uh . . if you understood that then good :erg:
SubJeff on 2/7/2005 at 08:21
It works with the flesh renderer and in-game. Well, you an play the map and run around on it :cheeky:
All it is is a custom BSP as ascottk says. It's nothing to do with the Terrain Tool, it just does what I was trying to do with the vertex editting that was talking so long and making loads of BSP holes. As long as you follw the instructions in that tutorial you should get no holes.
Crispy on 2/7/2005 at 12:38
Ah, I see! It's just ordinary BSP. That makes a lot more sense, thanks. :thumb:
Cool! Now we're not restricted to having (A) cities or (B) BSP holes. :p Nice work!
OrbWeaver on 2/7/2005 at 14:14
The chances of Flesh being able to cope with that level of BSP detail without choking (holes, sparklies or crashes) seems rather improbable to me. That said, I have encountered some sparklies when editing for D3 so maybe Flesh is more reliable on nVidia hardware.
SubJeff on 2/7/2005 at 15:40
Well it works with just that brush, the room it's in and a few lights. Of course you can scale the brush and only use it where you feel you really have to.
bukary on 2/7/2005 at 15:48
I can not download this small file from FilePlanet. :(
Could anyone host it somwhere (with tutorials - if there are any)? Or email it to me (at bukary[youknowwhat]poczta.onet.pl)? Thanks...
SubJeff on 2/7/2005 at 16:58
Sent it.
bukary on 2/7/2005 at 18:09
Quote Posted by Subjective Effect
Sent it.
Thank you! :thumb:
I'll try this as soon as I get back home from my holidays. (Unfortunately, I don't have T3Ed installed on this computer.)
SubJeff on 2/7/2005 at 23:18
Ok. To use this method all the BSP surfaces have to be triangles. This presents an interesting setup when you are in-game. It's wierd.
My suggestion is that people use it to make pieces of terrain, not a whole area or landscape. You can make a number of BSPs with it and reuse them just like static meshes if you want. It's pretty easy. The main gameplay areas should still be made with in-editor generated BSPs since otherwise you will end up with uneven surfaces that are hard to navigate. Or so it seems.
ProjectX on 3/7/2005 at 11:46
what's a sparkly?
do you mean the Hall Of Mirrors (HOM) effect you get when you look through a BSP-Hole at subtracted space?