The Fae (Warning Many Images)
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Re: The Fae (Warning Many Images)
Well, as far as I know, your collision mesh has to be a single piece. So, here's what you gotta do:
1: Make the terrain__h piece.
2: Copy it, call it "terrain" and make any adjustments you need for it to fit the model correctly. This is your visible terrain plate.
3: Copy terrain and combine it with the rest of your collision mesh. Call it collision__hc.
Export and you're done.
1: Make the terrain__h piece.
2: Copy it, call it "terrain" and make any adjustments you need for it to fit the model correctly. This is your visible terrain plate.
3: Copy terrain and combine it with the rest of your collision mesh. Call it collision__hc.
Export and you're done.
- MrTwosheds
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Re: The Fae (Warning Many Images)
A collision has to be one mesh, it could be one mesh in two pieces. I do this on Dalek Gt's, the base is a low raised platform with a collision of the same shape, hovering above it is a Dalek inside a cube collision, both collisions are actually one mesh.
You can drive under the hovering Dalek and units behind the Gt still have a clear field of fire.
You can drive under the hovering Dalek and units behind the Gt still have a clear field of fire.
Re: The Fae (Warning Many Images)
The terrain__h for the terrain point placement, the terrain for the visual plate, and the collision__hc for the collisions. That's how it works.
Re: The Fae (Warning Many Images)
Got it. This gives me some ideas.
- S.cavA.rmyG.en
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Re: The Fae (Warning Many Images)
althow they are widely used.
I have not need a terrain__h or a collision__hc for any building or object
some things are best buildlt with out.
like parts of weapons.
I have not need a terrain__h or a collision__hc for any building or object
some things are best buildlt with out.
like parts of weapons.
Re: The Fae (Warning Many Images)
Success! I have to change the base plate texture a bit, then I will post screenshot.
EDIT: Here ya go.

EDIT: Here ya go.

Re: The Fae (Warning Many Images)
for the ground tile i would suggest using a an aplha texture to cut around the edges of the base plate to make it blend into the ground.
Re: The Fae (Warning Many Images)
He can't, it already cut a hole. Perhaps if a non collision overlay just over the edge of the plate. The Swarm in EPIC have an effect on the ground below them, the same thing might work to allow a fade off effect. Either that or it will need some sort of texture border. Such a border could be made with a sort of plant structure. Maybe square fairy rings. (mushroom circles).jaydenbz2 wrote:for the ground tile i would suggest using a an aplha texture to cut around the edges of the base plate to make it blend into the ground.
Re: The Fae (Warning Many Images)
No.S.cavA.rmyG.en wrote:althow they are widely used.
I have not need a terrain__h or a collision__hc for any building or object
some things are best buildlt with out.
like parts of weapons.
- MrTwosheds
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Re: The Fae (Warning Many Images)
An organic style base plate is tricky, being square.
What you need to do is, take an editor.environ.export terrain square, from a map, Open in notepad2, at the bottom you will find SI_MeshVertexColors {
This will probably not paste straight onto your baseplate.(unless the numbers are right)
So open your model in notepad2, find the last section of your baseplate and copy both parts of SI_MeshTextureCoords {
And paste it beneath itself, Alter its first section of numbers to be like
SI_MeshVertexColors {
81; //<---the number of line entrys (don't put comments in)
0.733333;0.654902;0.788235;1.000000;, etc etc for 81 lines. Use the values from the exported terrain bit.
do not alter the 2nd section of numbers.
If you get it all right and it does not crash threed (it does have some use's
) you will have made a functioning vertex color array for your terrain plate, give it a texture (same as base texture of your map)
So now you can convert the vertex color info (x256) and match the terrain color of the map you took the terrain from in the editor, so you can paint your pool area's exactly the right color to match your base plate and get a seamless match!
But actually I think organic style objects should probably not use baseplates.
What you need to do is, take an editor.environ.export terrain square, from a map, Open in notepad2, at the bottom you will find SI_MeshVertexColors {
This will probably not paste straight onto your baseplate.(unless the numbers are right)
So open your model in notepad2, find the last section of your baseplate and copy both parts of SI_MeshTextureCoords {
And paste it beneath itself, Alter its first section of numbers to be like
SI_MeshVertexColors {
81; //<---the number of line entrys (don't put comments in)
0.733333;0.654902;0.788235;1.000000;, etc etc for 81 lines. Use the values from the exported terrain bit.
do not alter the 2nd section of numbers.
If you get it all right and it does not crash threed (it does have some use's

So now you can convert the vertex color info (x256) and match the terrain color of the map you took the terrain from in the editor, so you can paint your pool area's exactly the right color to match your base plate and get a seamless match!
But actually I think organic style objects should probably not use baseplates.
Last edited by MrTwosheds on Mon Nov 21, 2011 9:07 am, edited 2 times in total.
Re: The Fae (Warning Many Images)
Issue comes with a race specific rather than planet specific terrain plate.
- MrTwosheds
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Re: The Fae (Warning Many Images)
Hmm, I wonder if using a Hp_terrain would allow you to mould the ground with a hidden baseplate?
/edit No it does not. It would seem that __h as well as hiding the terrain, is also responsible for pulling it into its shape.
Another Idea is to use no baseplate but have an mist planar emitter at the base of each building, using textureBlend = "dstcolor one modulate" for cool looking effects.
/edit No it does not. It would seem that __h as well as hiding the terrain, is also responsible for pulling it into its shape.
Another Idea is to use no baseplate but have an mist planar emitter at the base of each building, using textureBlend = "dstcolor one modulate" for cool looking effects.
Re: The Fae (Warning Many Images)
The terrain extension with alpha will work I just have to align the extension and the original terrain.
Re: The Fae (Warning Many Images)
Here is the library with a more organically blended baseplate.


Last edited by VSMIT on Mon Nov 21, 2011 11:58 pm, edited 1 time in total.
Reason: Fixed image tags.
Reason: Fixed image tags.
Re: The Fae (Warning Many Images)
Very Nice.