Hardpoints are defensive structures, and thus need foundations. Fortresses, on the other hand, are not defensive structures (neat huh), so are not a problem. The Lassat should be made a normal building rather than give it a foundation - I will fix that.Zarel wrote:What about hardpoints?
Modifications to defensive building models needed
Re: Modifications to defensive building models needed
Re: Modifications to defensive building models needed
I don't see them...Olrox wrote:Ok, here's my "sketches".
Re: Modifications to defensive building models needed
Second this... don't see a thingPer wrote:I don't see them...
Re: Modifications to defensive building models needed
I could've swaer I'd attached the pic - I'll do that when I get home.Olrox wrote:Ok, here's my "sketches". Do not blame me for texture distortion on the ground, blame AutoCAD
The quad guns are a secret also, don't tell anybody
I've made all this tho show how the bunkers, pits and emplacements' bases should look like if they're going to use foundations, in my opinion. There are no textures other than ground ones, though: Anyone should know they'll look 1000% better with good textures.
Re: Modifications to defensive building models needed
Hardpoints are corner walls with stuff on them. Regardless of their structure type. What matters, after all, is how they look and only that.Per wrote:Hardpoints are defensive structures, and thus need foundations. Fortresses, on the other hand, are not defensive structures (neat huh), so are not a problem. The Lassat should be made a normal building rather than give it a foundation - I will fix that.
Fortresses are not defensive structures, but I am planning on changing that.
Re: Modifications to defensive building models needed
Do you have a patch to prevent the stretching, if so, where? I'd like to do some testing.Per wrote:Two years ago, I wrote a patch to fix this problem by adding a custom foundation beneath all defensive buildings. That made them look (IMHO) a bit better, at least in some cases.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Modifications to defensive building models needed
Ok, here it is
The height of the bunker is set at the tile's highest point :rolleyes:
The height of the bunker is set at the tile's highest point :rolleyes:
Re: Modifications to defensive building models needed
See https://gna.org/patch/?895Mysteryem wrote:Do you have a patch to prevent the stretching, if so, where? I'd like to do some testing.Per wrote:Two years ago, I wrote a patch to fix this problem by adding a custom foundation beneath all defensive buildings. That made them look (IMHO) a bit better, at least in some cases.
Re: Modifications to defensive building models needed
That looks like it really defeats the purpose of a bunker. Bunkers are supposed to be bunkered into the ground; the exact opposite of towers.Olrox wrote:Ok, here it is
The height of the bunker is set at the tile's highest point :rolleyes:
Better to calculate which point it goes up to the edge of the bunker.
Like that.
Black: Bunker, aboveground
Gray: Bunker, belowground
Green: Ground
Dotted green: Reference, flat ground
(left: flat. right: max slope)
So as you can see, since the bunker doesn't go up to the edge, you can sink it a bit. Since structures must be built on reasonably flat terrain, we can extend the belowground part out to the edge, so it still slopes like a bunker should.
Re: Modifications to defensive building models needed
Yeah, I thought about that But I wasn't sure if it's possible to limit the height this way (with reference points not at the edges of the tiles
Re: Modifications to defensive building models needed
You compare the T = tallest vertex and the S = shortest vertex, and you, you measure D = the distance (in percentage of a tile) from the edge of the tile to the edge of the bunker.Olrox wrote:Yeah, I thought about that But I wasn't sure if it's possible to limit the height this way (with reference points not at the edges of the tiles
Then, your height will be: T - D * (T - S)
Re: Modifications to defensive building models needed
I should reiterate that walls over uneven ground would look out of line...
...I mean is there going to be a "default level" for the underground part? Is it going to be relative to how high up you are, as in there's pre-set "levels that correspond to different areas of a slope?
...I mean is there going to be a "default level" for the underground part? Is it going to be relative to how high up you are, as in there's pre-set "levels that correspond to different areas of a slope?
Re: Modifications to defensive building models needed
What about raise (or lower) the ground in a 4x4 grid or whatever the structure size is x2 in all directions if another object is within that grid then do not raise (or lower) the ground by that much too make it look better ?
This is a waste of space. Something important should be here.
Re: Modifications to defensive building models needed
...Then you end up with the same problem we have right now? o_O-Kosh- wrote:What about raise (or lower) the ground in a 4x4 grid or whatever the structure size is x2 in all directions if another object is within that grid then do not raise (or lower) the ground by that much too make it look better ?