A few questions
I can't figure out how to do proper transparency for my trees. http://www.miriscusltd.com/snowyplain_snowy.jpg ingame, they're black where it should be transparent, though in openzone http://www.miriscusltd.com/snowyplain_wip5.jpg they look fine.
Any idea why, and how it can be fixed? Also, how do I make a cave? I created my terrain in openzone, and exporting it doesn't work very well. Is there any way to make a cave in openzone or am I just screwed? And lastly, when I test my zone out in EQ, there are some weird lighting issues. http://www.miriscusltd.com/snowyplain_wip.jpg This is the best pic I have of it, even though it is an outdated picture. |
Any help? Sorry to doublepost+bump. It's normally against my ways ;)
|
Quote:
Quote:
Quote:
|
You can also use Mesh...Split with ground mesh after you import your cave/dungeon. It will split:
- dungeon polygons that intersect the ground - ground polygons that intersect the dungeon Then you could: - remove extra polygons around the dungeon entrance - go into the ground editor like Scorpious2k said and right-click certain ground tiles to hide them (sometimes necessary, but not always) The basic idea is that the dungeon most likely pokes through the ground and you want to create a seamless boundary where they meet. Split with ground mesh does this, and then you just remove the leftover polygons and (maybe) hide certain ground tiles. Where part of a ground tile should be removed and part should remain, the split option will automatically hide the ground tile and split it into the necessary parts--then you just have to remove the excess. If the entrance is so big that it entirely encompasses a ground tile then you'll have to hide that tile manually by right-clicking it in the ground editor. |
All times are GMT -4. The time now is 05:12 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.