Terrain Textures (Sound, coverage area)

Released! - TresCom Ops' TC Act 2 Archive Forum.

Moderators: scallenger, Hilwo, Kovu

Locked
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6123
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Terrain Textures (Sound, coverage area)

Post by Rebel »

Remdul, I just noticed that regardless of how any terrain object is modelled (ie. irregular shape), its coverage where it concerns sound generation is equal to its most extreme perimeter points and all area inbetween regardless of whether or not faces exist. Areas that you would consider dead area (ie. the empty sections within the rock texture at lighthouse) are claimed by that trn_object as far as sound goes.

No big thing, just thought I'd mention it as to perhaps keep that in mind if creating other trn_objects. Must be why many of the level's complex terrain objects such as paths or roads are made up of so many separate models. We're ok with our Sandy shorelines as you broke those models up nicely, though perhaps if you could explode the lhouse rock terrain object, that'd be cool. If too much trouble, then don't worry about --
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Yep, it seems the terrain sound thing works with axis aligned bounding squares. No prob to chop up the rock texture there...
Locked