Hi all,
i have a simple question to the 3D Modeling artists about how to create terrain cover that's looking better at all and not this straight flat plainstatics.
I was thinking about if i can create terrain covers out of pure preopt files (as blueprint) from the navmesh process?
Excample what i mean:
I navmesh an area of a map, this navmesh and the preopt's files get loaded into 3ds and the 3d artist can create out of this files better looking terrain covers that fit better with the original terrain without spending time to create it by yourself?
Thanks in advance,
FJ
Terrain cover statics - other ay to create it?
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Fastjack
- PR:BF2 Contributor
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Rhino
- Retired PR Developer
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Re: Terrain cover statics - other ay to create it?
Dunno anything about the Navmesh files, dunno how good it would be to work with them.
TBH for best results, what I would recommend in your case is to first you backup your current heightmap files with the hole in the terrain in it (best to backup the entire map to ensure you don't screw anything up), then once they are backed up, you modify your terrain to be the shape you want your terrain cover to be, covering up all the statics etc under them. Then hand over both the new and old heightmaps to a modeller who knows what he is doing (probably best to hand over the entire map so he can also match the colourmaps etc too) and also tell them of any holes you want cut into the terrain and any other features you couldn't model with basic terrain you might want adding and then they can import both sets of terrain into a max scene, freeze the old standard terrain, delete all but the cover off the new terrain and work from there, making w/e tweaks they need to
TBH for best results, what I would recommend in your case is to first you backup your current heightmap files with the hole in the terrain in it (best to backup the entire map to ensure you don't screw anything up), then once they are backed up, you modify your terrain to be the shape you want your terrain cover to be, covering up all the statics etc under them. Then hand over both the new and old heightmaps to a modeller who knows what he is doing (probably best to hand over the entire map so he can also match the colourmaps etc too) and also tell them of any holes you want cut into the terrain and any other features you couldn't model with basic terrain you might want adding and then they can import both sets of terrain into a max scene, freeze the old standard terrain, delete all but the cover off the new terrain and work from there, making w/e tweaks they need to

