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Posted: 2007-08-29 15:39
by Rhino
not possible with vBF2s undergrowth, and then you would also have to work out every single area from every single angle that would be able to be seen etc. And that was also only the case for Steel thunder as the grass was at shoulder level, which in most maps its much lower.
Posted: 2007-08-29 16:51
by Red Halibut
Ah. Okiedoke. What I had in mind though was just basically "raising" the ground texture through another mechanism. Where I was coming from was the method used in ArmA whereby objects "sink" into the ground at a distance to simulate grass cover.
Posted: 2007-08-29 17:33
by El_Vikingo
How many of you guys live in a chinese forest?
Posted: 2007-08-29 17:34
by UncleRob199
El_Vikingo wrote:How many of you guys live in a chinese forest?
rofl
Posted: 2007-08-29 21:50
by OkitaMakoto
Red Halibut wrote:Ah. Okiedoke. What I had in mind though was just basically "raising" the ground texture through another mechanism. Where I was coming from was the method used in ArmA whereby objects "sink" into the ground at a distance to simulate grass cover.
like... ArmA? that looks lame, but it gets the job done i guess...
Posted: 2007-08-29 22:01
by Waaah_Wah
90% of things in ArmA looks like ****
Posted: 2007-08-29 22:04
by Outlawz7
Yeah, how about making stuff NOT render inside grass?
So if they cant see the grass, they wont see you?
Posted: 2007-08-29 23:58
by OkitaMakoto
Outlawz wrote:Yeah, how about making stuff NOT render inside grass?
So if they cant see the grass, they wont see you?
sounds like a hardcoded moment to me...
Posted: 2007-08-30 00:04
by workingrobbie
Another problems with your random logs and **** on the ground would be the bf2 engines incapability of moving over an object that is a foot high without jumping over it. If you had logs/debris everywhere it would be hard to move without bunnyhopping from log to log.