In the map radar of ET how did the designer lay all those little grass things. I know they are probably ase or md3 or whatever rtcw file format is but I was wondering did he/she lay them down manually or is there some tool that can do that automatically?
Grass in the map radar
that may be the model distibution on terrain feature of q3map2. i would ask in the q3map2 support forum here
apparently they also have a LOD, so they are less complex at a distance…
maybe they just have different models for display at different distances…
I’ll have a look through the models in the pk3
Hewster
i have tried misc_gamemodel LOD. no luck. i had model.md3 model_1.md3 model_2.md3. it didnt work in rtcw(for me)… looks like this will work in ET
i guess it’s the same shaders as in sof outdoor maps, right? what i am interested in are they affecting game speeds very much?
Ok,… in the terrain.shader I find:
implicitMap < this is new ya ?
and in the model_foliage.shader I find:
sort seethrough < this too ya ?
distanceCull <inner> <outer> <alpha threshold> < definatly this
Can’t wait to play with this new stuff
Hewster
btw, where can we get “ShaderCleaner”
…
btw i noticed there is a terrain shader on the water of the seawall battery map to make the foam. cool idea sd
All these features are ydnar goodness. They will explained in the ET documentation. Maybe not to extreme detail but certainly enough for you to work with them.
Sock