

More rendering -> lower frame rate. It could also make it impossible to position the cameras as they are currently. For example the F2/F12 view could be blocked by the other hill.liverpoolkd14 wrote:I want something like that in next version of DSJ![]()
The hill on the right would completely block the F12 view for the left hill. And if the hills were the other way round then the F2 view would be blocked for the hill on the right.liverpoolkd14 wrote:hills are not on the same [y] position, so that will not block anything
take look at that picture, that showing you clearly what position they have
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It would be a multiple week try-out, so it's definitely not on priority.liverpoolkd14 wrote:you can try it, if will be blocking ,as the last resort you can change the space between these two hills am sure this would solve the problem.
I design the hills in Notepad.liverpoolkd14 wrote:for sure not priority, I don't want you to make these right now![]()
models from game are made in 3d programs like ( blender, 3ds max) ?
or you have your own way ?![]()
but how do you open in 3d these hills ?Jussi Koskela wrote:I design the hills in Notepad.liverpoolkd14 wrote:for sure not priority, I don't want you to make these right now![]()
models from game are made in 3d programs like ( blender, 3ds max) ?
or you have your own way ?![]()
The hills are parametrized, which makes designing the hills faster but means that certain simplifications have to be done in the looks of the hills.
The game generates the hills based on the hill parameters that I have given. Lots of math is involved in that.liverpoolkd14 wrote:but how do you open in 3d these hills ?Jussi Koskela wrote: I design the hills in Notepad.
The hills are parametrized, which makes designing the hills faster but means that certain simplifications have to be done in the looks of the hills.This for me is a mystery ;p
I guess, you have your own editor![]()
am trying to find out how do you doing that
around 5 month, but I can't find out.