TX, on Dec 5 2009, 01:16 PM, said:
It features in-game joining.
[size=3]It never goes out of sync, because it doesn't use a sync based system.
Wow dude, certainly this must be interesting. I hope we'll see it soon.
NerdZilla, on Dec 4 2009, 11:57 PM, said:
Cool thing. I see you are using quadrilateral meshes in your terrain, attaining correct slope directions by splitting them into two sectors. This type of terrain mimics ones we usually see in modern games. Another, less redundant technique useful in Build maps is to arrange terrain sectors to follow the isolines.
When playing KaiseR Land 03, I wondered how smooth and natural its terrain looked. Then I analysed its structure and I found that sloped surfaces are composed from randomly arranged triangles; and first walls (slope origins) of those terrain sectors form curved isolines with equal height. Slope amounts of each sector should be set manually to 'weld' each vertex. In 2008 I wrote a LEBuild script simplifying creation of such terrains calculating heinums automatically (its default 'Landscape generation tool' then turned up rather useless). So far I utilized it in my RCBP location and LPT's outdoor area (apart from a lot of test maps).