Jojon wrote:I'd say a higher priority than changing to convex hull, should be to build separate collision geometry
if one sets the soft distance of a visregion to zero, it can be realiably used to switch between two versions of an object, like a clumsy LOD system
Jojon wrote:Note that if one sets the soft distance of a visregion to zero
Name of the Softvolume:
type: softvolume
softvolume:
- type: convex (Do I have to use convex? I will use one region for every room, no intersections etc...)
softdist: 10 (or 0 or whatever for setting how hard or soft the object get's faded in)
Name of the object:
visual:
visregions:
- Name of the Softvolume
Jojon wrote:You may not even need to have the fronds of you palmtrees collideable at all, if the player stays on the ground.
Chuckles58 wrote:I'd hate to see the ocean gone from the age or cause him to do major redos again.
Jonnee wrote:how did Cyan do this with the grass in Ercana?? Does every bunch have it's own Visregion?? I can't imagine!
Or is there just one Visregion in the whole age for the grass and it gets fade in in addiction of the camera's position?
Christian Walther wrote:To my knowledge you can’t fade in and out stuff using visregions (even though they use soft volumes). According to my research, it’s a hard threshold at field strength 1.0. If anyone knows for a fact that this is incorrect, please edit the corresponding paragraph in the wiki article.
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