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Author Topic: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released  (Read 541 times)
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General BlackDragon
Attila
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« Reply #15 on: September 15, 2009, 08:22:56 PM »

the "terrain" object on the model? I suppose if you alpha the texture it could be part.
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*****General BlackDragon*****
mrtwosheds
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« Reply #16 on: September 15, 2009, 09:35:53 PM »

Quote
- Fix for mantis #1975. Added, to .trn files:
[Texture]
InvisibleTexture = "" // texturename w/o extension, e.g. "mire" instead of "mire.tga"

   If this entry is specified, any terrain chunk w/ that texture set
on it will not be drawn at all. Skipping a rendering call to DX9 is
*FAR* more efficient that "drawing" an all-alpha'd out texture, and
should help avoid some exploits. Tested w/ this set to "mire" on
bridges2i.bzn; remember to omit any and all texture extension.
« Last Edit: September 15, 2009, 09:37:53 PM by mrtwosheds » Logged
bb1
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« Reply #17 on: September 16, 2009, 10:07:55 AM »

This could be good if you wanted to make a DLL assisted map split half land battle, half space. Keep the radar key from being used (only if the minimap shows half black, half whatever. Shows what I know.) and have a bunch of ships taking off to escape some whatever, DLL transport to the space half of map and let the aircraft class epic battle begin!
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