Paths
Posted: 2001-08-09 20:44:00
theory:
Korea has a 1024 segement L2
tilesize is 1 km
and the object grid in tacedit is 1024 too
paths(road river coast terraintype) are laid within the texture.bin per tile.. ok
Icland has a 4096 segment map
tilesize is 250 meter
yet the objectgrid I use is still 1024 segments.. (this part is crucial)
I did this so the objects will be placed just like the normal map.. and the campaign engine would not be stressed too much
since noone ever did a 4096 campaign yet..
ok object placing goes fine
all looks good in Falcon4
air to air no problems
since I havent got paths in my bin
I would like to have some feedback
as to how I could make a test te wich test
how units behave on this kinda theater
for instance I make a road from A to B to harsh terrain..
will I see the tanks actually moving in TE
while flying over the objects
do they need to be triggered somehow to drive there.. can this be done in a TE??
etc...
(I'm a tacedit moron and would like to have some clues or insights on this subject)
Widmak
Korea has a 1024 segement L2
tilesize is 1 km
and the object grid in tacedit is 1024 too
paths(road river coast terraintype) are laid within the texture.bin per tile.. ok
Icland has a 4096 segment map
tilesize is 250 meter
yet the objectgrid I use is still 1024 segments.. (this part is crucial)
I did this so the objects will be placed just like the normal map.. and the campaign engine would not be stressed too much
since noone ever did a 4096 campaign yet..
ok object placing goes fine
all looks good in Falcon4
air to air no problems
since I havent got paths in my bin
I would like to have some feedback
as to how I could make a test te wich test
how units behave on this kinda theater
for instance I make a road from A to B to harsh terrain..
will I see the tanks actually moving in TE
while flying over the objects
do they need to be triggered somehow to drive there.. can this be done in a TE??
etc...
(I'm a tacedit moron and would like to have some clues or insights on this subject)
Widmak