[Question] Terrain ( ---> ) to a Static
Posted: 2008-12-29 04:44
Hello, I am posting this just so that I can share the info.
To the point, I discovered a while back how to perfectly convert any patch of terrain over to a static using 3ds max.
If you are familiar with 3ds and the bf2 tools (P.O.E. 2 3dsmax tools that is).
Then you should have no problem following this.
To which, with some expert modification, whose to say that you could not make tunnels with realistic looking shape, or whatever you imagination sparks to. Oh yea FYI when performing this method, the terrain static is all in squares so textureing is a cinch if modified little
And to all of the R-Devs out there i am sure you know this already (Rhino lol, nice work though "Korengal"), but for those of whom posses the skill to perform such a task, here is the formula.
To the point, I discovered a while back how to perfectly convert any patch of terrain over to a static using 3ds max.
If you are familiar with 3ds and the bf2 tools (P.O.E. 2 3dsmax tools that is).
Then you should have no problem following this.
First step :
import terrain via lightmapping utility
Second Step :
select the object defined as the terrain and thus you will notice that you can bring up the vertex selection
Thrid Step :
select the area you do not want by its vertexes and delete the vertexes only leaving the area of vertexes (part of the terrain) that of which you wish to have converted into a static object
Fourth Step :
well at this point I would assume that you would recognize the path this is taking.
(just do not forget to select all of the vertexes of the patch you want, and center its current coordinates)
So thus, texture away, export as static, and Horah we got static terrain.
import terrain via lightmapping utility
Second Step :
select the object defined as the terrain and thus you will notice that you can bring up the vertex selection
Thrid Step :
select the area you do not want by its vertexes and delete the vertexes only leaving the area of vertexes (part of the terrain) that of which you wish to have converted into a static object
Fourth Step :
well at this point I would assume that you would recognize the path this is taking.
(just do not forget to select all of the vertexes of the patch you want, and center its current coordinates)
So thus, texture away, export as static, and Horah we got static terrain.
To which, with some expert modification, whose to say that you could not make tunnels with realistic looking shape, or whatever you imagination sparks to. Oh yea FYI when performing this method, the terrain static is all in squares so textureing is a cinch if modified little
And to all of the R-Devs out there i am sure you know this already (Rhino lol, nice work though "Korengal"), but for those of whom posses the skill to perform such a task, here is the formula.