Tempust85 Posted November 19, 2016 Share Posted November 19, 2016 Try having those ported models as static so they are loaded by the renderer. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 Try having those ported models as static so they are loaded by the renderer.Same thing happened but the compiler had to do way less, but good to know maybe is that there are 94 models and 1 that has to stay misc_model : http://pastebin.com/Y3tE5yHR EDIT: Strangely enough when I remove all the models and compile, it still crashes.EDIT EDIT: Whats even more strange is is that I now upgraded to Radiant 1.6.5 , used JA setup but changed everything to SOF2, then changed the q3map2.exe to 4gb and compiled my map and now it does compile, which it didn't do on 1.4 and its q3map2 meaning that my test project of porting CSGO map to SOF2 was accomplished ^^. I do am still curious in how far your compiler might improve the map though. It still fails at the same location as before. Link to comment
UniqueOne Posted November 20, 2016 Author Share Posted November 20, 2016 Same thing happened but the compiler had to do way less, but good to know maybe is that there are 94 models and 1 that has to stay misc_model : http://pastebin.com/Y3tE5yHR EDIT: Strangely enough when I remove all the models and compile, it still crashes. EDIT EDIT: Whats even more strange is is that I now upgraded to Radiant 1.6.5 , used JA setup but changed everything to SOF2, then changed the q3map2.exe to 4gb and compiled my map and now it does compile, which it didn't do on 1.4 and its q3map2 meaning that my test project of porting CSGO map to SOF2 was accomplished ^^. I do am still curious in how far your compiler might improve the map though. It still fails at the same location as before. May have found your crash problem, although it would only happen if there are no draw surfaces on a model entity... Anyway, will post an updated version that should I hope bypass the crash in the first thread shortly. EDIT: New updated link posted. Archangel35757 likes this Link to comment
Guest KENNITHH Posted November 20, 2016 Share Posted November 20, 2016 May have found your crash problem, although it would only happen if there are no draw surfaces on a model entity... Anyway, will post an updated version that should I hope bypass the crash in the first thread shortly. EDIT: New updated link posted. Apparently it's either my func_glass or func_group that was messing up the compile on WzMap.exe. I did it at the same time : removing the glass and ungrouped the brushes and it continued. So I'm not sure which one it is exactly (yet) Link to comment
Guest KENNITHH Posted November 20, 2016 Share Posted November 20, 2016 Not trying to nag but I'm really interested in this if it'll improve the use of models in my maps.. so continuing as the BSP stage can be completed , I'm now stuck at the VIS stage, I'm getting the hall of death effect when I compile the VIS stage and I can't see anything of the map, any ideas ? Link to comment
UniqueOne Posted November 20, 2016 Author Share Posted November 20, 2016 Not trying to nag but I'm really interested in this if it'll improve the use of models in my maps.. so continuing as the BSP stage can be completed , I'm now stuck at the VIS stage, I'm getting the hall of death effect when I compile the VIS stage and I can't see anything of the map, any ideas ?Was thinking about it. To make use of the model stuff in wzmap you would need to also import code from warzone mod into your sof mod. Wzmap uses the output from a game command I added to the mod to select where to place objects. For vis issue. Try doing vis again. I have a feeling there is still an issue in vis though. Not sure if it's some change from bloodmap. You might want to join our irc channel (see my signature) rather then chatting here Link to comment
UniqueOne Posted December 7, 2016 Author Share Posted December 7, 2016 Been working on a new system for WzMap to add detailed procedural models for cliff faces on terrain.This system does not need warzone ingame genfoliage system to find locations to place objects. I will add a similar system for the trees system soon. afi, Smoo, Archangel35757 and 4 others like this Link to comment
Archangel35757 Posted December 7, 2016 Share Posted December 7, 2016 @@UniqueOne - what is the largest size of terrain texture that can be used? Link to comment
UniqueOne Posted December 8, 2016 Author Share Posted December 8, 2016 @@UniqueOne - what is the largest size of terrain texture that can be used? The terrains are generated outside of wzmap and saved to a .map file. wzmap then finds cliffs to attach geometry to. Link to comment
Archangel35757 Posted December 8, 2016 Share Posted December 8, 2016 @@UniqueOne - that's cool but that is not what I meant... what I meant was, what is the largest image Shader you can use on a terrain entity? 1024x1024, 2048x2048, etc.? What are you using to create the terrain? easygen? Link to comment
UniqueOne Posted December 8, 2016 Author Share Posted December 8, 2016 @@UniqueOne - that's cool but that is not what I meant... what I meant was, what is the largest image Shader you can use on a terrain entity? 1024x1024, 2048x2048, etc.? What are you using to create the terrain? easygen? I think the only limitation is the limitation of your video card. I am using 4k textures on a bunch of warzone stuff when the HD assets are enabled. I have a feeling the hardware limit is 8k (but am not totally sure). I have not tried using 8k textures though. For terrain I use this program http://nemesis.thewavelength.net/index.php?p=8 mainly because I am not a mapper and find it fairly simple compared to the others I've seen. Link to comment
Archangel35757 Posted December 8, 2016 Share Posted December 8, 2016 I think the only limitation is the limitation of your video card. I am using 4k textures on a bunch of warzone stuff when the HD assets are enabled. I have a feeling the hardware limit is 8k (but am not totally sure). I have not tried using 8k textures though. For terrain I use this program http://nemesis.thewavelength.net/index.php?p=8 mainly because I am not a mapper and find it fairly simple compared to the others I've seen.What 3D file formats can it import? Link to comment
UniqueOne Posted December 8, 2016 Author Share Posted December 8, 2016 What 3D file formats can it import? I have only tested it with MD3, but picomodel (the lib used by wzmap for models) is supposed to support 3ds, ase, fm, lwo, md2, md3, mdc, ms3d, obj and terrain (which I guess is a heightmap). Link to comment
Archangel35757 Posted December 9, 2016 Share Posted December 9, 2016 @@UniqueOne -- but you have a function in that lib that converts them to a .map file or what? Link to comment
UniqueOne Posted December 9, 2016 Author Share Posted December 9, 2016 Yeah it converts models into cliff faces and places them on the map. Jump on discord if you need more info. Link to comment
UniqueOne Posted December 10, 2016 Author Share Posted December 10, 2016 Today I added the ability to specify that particular objects using the procedural geometry should be forced as solid. This can be handy to override the shader's info (for example if you wish to re-use a non solid shader on a solid object to increase FPS and reduce memory usage). I also added the ability to specify a shader for the cliff system to use. Here is an example of the current mapname.climate options with descriptions. [GRASS] // Grass shaders for this map... grassImage0=models/warzone/foliage/grasssnowpineforest grassImage1=models/warzone/foliage/grasssnowpineforest2 grassImage2=models/warzone/foliage/grasssnowpineforest3 // Underwater grass shader for this map... seaGrassImage=models/warzone/foliage/seagrass [CLIFFS] // Use the system that applies procedural cliff geometry to the map... addCliffFaces=1 // Replace texture of the cliff faces with this one... Can use splat maps with warzone... cliffShader=models/warzone/rocks/snowycliff [TREES] // Over-all tree scale multiplier... treeScaleMultiplier=1.0 // Per-tree model filenames... treeModel0=models/warzone/trees/forestpinesnow03.md3 treeModel1=models/warzone/trees/forestpinesnow04.md3 treeModel2=models/warzone/trees/forestpinesnow05.md3 treeModel3=models/warzone/trees/forestpinesnow03.md3 treeModel4=models/warzone/trees/forestpinesnow01.md3 treeModel5=models/warzone/trees/forestpinesnow03.md3 treeModel6=models/warzone/trees/forestpinesnow01.md3 treeModel7=models/warzone/trees/forestpinesnow01.md3 treeModel8=models/warzone/deadtrees/fallentreesnow01.md3 treeModel9=models/warzone/deadtrees/fallentreesnow01.md3 treeModel10=models/warzone/deadtrees/treestumpsnow01.md3 treeModel11=models/warzone/deadtrees/treestumpsnow01.md3 // Per-tree vertical offsets... treeZoffset0=-48.0 treeZoffset1=-48.0 treeZoffset2=-64.0 treeZoffset3=-64.0 treeZoffset4=-72.0 treeZoffset5=-72.0 treeZoffset6=-86.0 treeZoffset7=-86.0 treeZoffset8=18.0 treeZoffset9=24.0 treeZoffset10=-16.0 treeZoffset11=-24.0 // Per-tree model scales... treeScale0=8.0 treeScale1=8.0 treeScale2=10.0 treeScale3=10.0 treeScale4=12.0 treeScale5=12.0 treeScale6=14.0 treeScale7=14.0 treeScale8=2.0 treeScale9=3.0 treeScale10=0.5 treeScale11=0.7 // Only allow this type on slopes less steep then this... treeForcedMaxAngle0=0 treeForcedMaxAngle1=0 treeForcedMaxAngle2=0 treeForcedMaxAngle3=0 treeForcedMaxAngle4=0 treeForcedMaxAngle5=0 treeForcedMaxAngle6=0 treeForcedMaxAngle7=0 treeForcedMaxAngle8=12.0 treeForcedMaxAngle9=12.0 treeForcedMaxAngle10=12.0 treeForcedMaxAngle11=12.0 // Always force a buffer of this radius around the object... treeForcedBufferDistance0=256.0 treeForcedBufferDistance1=256.0 treeForcedBufferDistance2=384.0 treeForcedBufferDistance3=384.0 treeForcedBufferDistance4=420.0 treeForcedBufferDistance5=420.0 treeForcedBufferDistance6=512.0 treeForcedBufferDistance7=512.0 treeForcedBufferDistance8=768.0 treeForcedBufferDistance9=768.0 treeForcedBufferDistance10=512.0 treeForcedBufferDistance11=512.0 // Never place another of the same object within this radius... treeForcedDistanceFromSame0=1024.0 treeForcedDistanceFromSame1=1024.0 treeForcedDistanceFromSame2=1024.0 treeForcedDistanceFromSame3=1024.0 treeForcedDistanceFromSame4=1024.0 treeForcedDistanceFromSame5=1024.0 treeForcedDistanceFromSame6=1024.0 treeForcedDistanceFromSame7=1024.0 treeForcedDistanceFromSame8=3096.0 treeForcedDistanceFromSame9=2048.0 treeForcedDistanceFromSame10=1200.0 treeForcedDistanceFromSame11=4096.0 // Force full solidity on this object (still culls tiny surfaces)... treeForcedFullSolid0=0 treeForcedFullSolid1=0 treeForcedFullSolid2=0 treeForcedFullSolid3=0 treeForcedFullSolid4=0 treeForcedFullSolid5=0 treeForcedFullSolid6=0 treeForcedFullSolid7=0 treeForcedFullSolid8=1 treeForcedFullSolid9=1 treeForcedFullSolid10=1 treeForcedFullSolid11=1And here is a pic from that climate type added to a basic terrain, ingame. Smoo likes this Link to comment
AngelModder Posted May 6, 2017 Share Posted May 6, 2017 So has any one figured out how to use it and it not just instantly crash? Link to comment
Stoiss Posted May 6, 2017 Share Posted May 6, 2017 @UniqueOne have maked some more improvements to it so i can tell him to upload a newer build and see if that helps you on you crash Link to comment
UniqueOne Posted May 7, 2017 Author Share Posted May 7, 2017 So has any one figured out how to use it and it not just instantly crash? The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu). The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMap AngelModder likes this Link to comment
AngelModder Posted May 7, 2017 Share Posted May 7, 2017 The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu). The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMapThanks mate! It is a brilliant step for some of us larger map makers ! Stoiss likes this Link to comment
Stoiss Posted May 7, 2017 Share Posted May 7, 2017 Thanks mate! It is a brilliant step for some of us larger map makers !maybe we could talk about to put that in good use for Warzone some day if you are intressted @@AngelModder ? Link to comment
UniqueOne Posted May 8, 2017 Author Share Posted May 8, 2017 maybe we could talk about to put that in good use for Warzone some day if you are intressted @@AngelModder ? We could sure use a mapper . God knows i'm not one, yet i'm doing all our maps. Smoo, AngelModder and Archangel35757 like this Link to comment
UniqueOne Posted May 8, 2017 Author Share Posted May 8, 2017 Guess while i'm here, I should post another <mapname>.climate file showing some of the newer options of wzmap. WzMap can now procedurally add ledges and city objects (objects near a specified point) to a map. The ini should be pretty self explanitory. [GENERAL] // Force WzMap to generate all models as meta surfaces... Much slower compiled, but better? forcedModelMeta=0 caulkifyCrap=1 [GRASS] grassImage0=models/warzone/foliage/maingrass2 grassImage1=models/warzone/foliage/maingrass3 grassImage2=models/warzone/foliage/maingrass4 seaGrassImage=models/warzone/foliage/seagrass [CLIFFS] // Use the system that applies procedural cliff geometry to the map... addCliffFaces=1 // Use the low poly cliff models only... cheapCliffs=0 // Scale cliff sizes by this value... cliffFacesScale=1.0 // Only scale the cliff's X and Y axis (horizontal)... cliffScaleOnlyXY=0 // Cliff face addition cull distance modifier (multiplier of distance from another to not add a new cliff)... cliffFacesCullScale=0.0 // Replace texture of the cliff faces with this one... Can use splat maps with warzone... cliffShader=textures/scarif/cliff [LEDGES] // Use the system that applies procedural ledge geometry to the map... addLedgeFaces=1 // Scale ledge sizes by this value... ledgeFacesScale=1.4 // Ledge addition cull distance modifier (multiplier of distance from another to not add a new ledge)... ledgeFacesCullScale=3.0 // Minimum and maximum terrain angles that are ok to add ledges for... ledgeMinSlope=12.0 ledgeMaxSlope=43.0 // Replace texture of the ledge faces with this one (generally should match your basic ground shader)... Can use splat maps with warzone... ledgeShader=textures/scarif/sand [CITY] // Coordinates of the center of the city... //cityLocationX=-12657 //cityLocationY=-12751 //cityLocationZ=1781 // Radius around the center to add buildings... //cityRadius=8192.0 // Coordinates of the center of the second city... //city2LocationX=-25128 //city2LocationY=25630 //city2LocationZ=2599 // Radius around the third city center to add buildings... //city2Radius=2048.0 // Coordinates of the center of the second city... //city3LocationX=11072 //city3LocationY=25210 //city3LocationZ=2384 // Radius around the third city center to add buildings... //city3Radius=1300.0 // Over-all building scale multiplier... cityScaleMultiplier=1.0 // Cliff face cull radius (don't add object within this radius of a cliff)... cliffFacesCullScale=0.75 // Per-building model filenames... //cityModel0=models/warzone/tatooine/cantina.md3 //cityModel1=models/map_objects/desert/landing_light.md3 //cityModel2=models/map_objects/desert/landing_light.md3 //cityModel3=models/map_objects/desert/landing_light.md3 //cityModel4=models/map_objects/desert/landing_light.md3 //cityModel5=models/map_objects/desert/landing_light.md3 //cityModel6=models/map_objects/desert/landing_light.md3 //cityModel7=models/map_objects/desert/landing_light.md3 //cityModel8=models/map_objects/desert/landing_light.md3 //cityModel9=models/map_objects/desert/landing_light.md3 //cityModel10=models/map_objects/desert/landing_light.md3 //cityModel11=models/map_objects/desert/landing_light.md3 //cityModel12=models/map_objects/desert/landing_light.md3 //cityModel13=models/warzone/tatooine/tatooinebuilding01.md3 //cityModel14=models/warzone/tatooine/tatooinebuilding02.md3 //cityModel15=models/warzone/tatooine/tatooinebuilding03.md3 //cityModel16=models/warzone/tatooine/tatooinebuilding04.md3 //cityModel17=models/warzone/tatooine/tatooinebuilding05.md3 //cityModel18=models/warzone/tatooine/tatooinebuilding06.md3 //cityModel19=models/map_objects/desert/landing_light.md3 // Per-building model scales... cityScale0=0.5 cityScale1=0.333 cityScale2=0.333 cityScale3=0.333 cityScale4=0.333 cityScale5=0.333 cityScale6=0.333 cityScale7=0.333 cityScale8=0.333 cityScale9=0.333 cityScale10=0.333 cityScale11=0.333 cityScale12=0.333 cityScale13=1.0 cityScale14=3.0 cityScale15=1.0 cityScale16=1.0 cityScale17=1.0 cityScale18=1.25 cityScale19=0.333 // Per-building vertical offsets... //cityZoffset0=5.25 cityZoffset0=8.5 cityZoffset1=8.0 cityZoffset2=8.0 cityZoffset3=8.0 cityZoffset4=8.0 cityZoffset5=8.0 cityZoffset6=8.0 cityZoffset7=8.0 cityZoffset8=8.0 cityZoffset9=8.0 cityZoffset10=8.0 cityZoffset11=8.0 cityZoffset12=8.0 cityZoffset13=-36.0 cityZoffset14=-96.0 cityZoffset15=-36.0 cityZoffset16=-36.0 cityZoffset17=-36.0 cityZoffset18=-48.0 cityZoffset19=8.0 // Only allow this type on slopes less steep then this... cityForcedMaxAngle0=0.1 cityForcedMaxAngle1=16.0 cityForcedMaxAngle2=16.0 cityForcedMaxAngle3=16.0 cityForcedMaxAngle4=16.0 cityForcedMaxAngle5=16.0 cityForcedMaxAngle6=16.0 cityForcedMaxAngle7=16.0 cityForcedMaxAngle8=16.0 cityForcedMaxAngle9=16.0 cityForcedMaxAngle10=16.0 cityForcedMaxAngle11=16.0 cityForcedMaxAngle12=16.0 cityForcedMaxAngle13=1.0 cityForcedMaxAngle14=6.0 cityForcedMaxAngle15=1.0 cityForcedMaxAngle16=1.0 cityForcedMaxAngle17=1.0 cityForcedMaxAngle18=1.25 cityForcedMaxAngle19=16.0 // Always force a buffer of this radius around the object... cityForcedBufferDistance0=768.0 cityForcedBufferDistance1=256.0 cityForcedBufferDistance2=256.0 cityForcedBufferDistance3=256.0 cityForcedBufferDistance4=256.0 cityForcedBufferDistance5=256.0 cityForcedBufferDistance6=256.0 cityForcedBufferDistance7=256.0 cityForcedBufferDistance8=256.0 cityForcedBufferDistance9=256.0 cityForcedBufferDistance10=256.0 cityForcedBufferDistance11=256.0 cityForcedBufferDistance12=256.0 cityForcedBufferDistance13=1024.0 cityForcedBufferDistance14=1500.0 cityForcedBufferDistance15=1024.0 cityForcedBufferDistance16=1500.0 cityForcedBufferDistance17=1500.0 cityForcedBufferDistance18=1024.0 cityForcedBufferDistance19=64.0 // Never place another of the same object within this radius... cityForcedDistanceFromSame0=0 cityForcedDistanceFromSame1=256.0 cityForcedDistanceFromSame2=256.0 cityForcedDistanceFromSame3=256.0 cityForcedDistanceFromSame4=256.0 cityForcedDistanceFromSame5=256.0 cityForcedDistanceFromSame6=256.0 cityForcedDistanceFromSame7=256.0 cityForcedDistanceFromSame8=256.0 cityForcedDistanceFromSame9=256.0 cityForcedDistanceFromSame10=256.0 cityForcedDistanceFromSame11=256.0 cityForcedDistanceFromSame12=256.0 cityForcedDistanceFromSame13=0 cityForcedDistanceFromSame14=1500.0 cityForcedDistanceFromSame15=0 cityForcedDistanceFromSame16=0 cityForcedDistanceFromSame17=0 cityForcedDistanceFromSame18=1200.0 cityForcedDistanceFromSame19=1400.0 // Force full solidity on this object (1 still culls tiny surfaces. 2 disabled all culling)... cityForcedFullSolid0=1 cityForcedFullSolid1=2 cityForcedFullSolid2=2 cityForcedFullSolid3=2 cityForcedFullSolid4=2 cityForcedFullSolid5=2 cityForcedFullSolid6=2 cityForcedFullSolid7=2 cityForcedFullSolid8=2 cityForcedFullSolid9=2 cityForcedFullSolid10=2 cityForcedFullSolid11=2 cityForcedFullSolid12=2 cityForcedFullSolid13=1 cityForcedFullSolid14=1 cityForcedFullSolid15=1 cityForcedFullSolid16=1 cityForcedFullSolid17=1 cityForcedFullSolid18=1 cityForcedFullSolid19=1 overrideShader0= overrideShader1= overrideShader2= overrideShader3= overrideShader4= overrideShader5= overrideShader6= overrideShader7= overrideShader8= overrideShader9= overrideShader10= overrideShader11= overrideShader12= overrideShader13= overrideShader14= overrideShader15= overrideShader16= overrideShader17= overrideShader18= overrideShader19= cityCentralOneOnly0=1 cityCentralOneOnly1=1 cityCentralOneOnly2=1 cityCentralOneOnly3=1 cityCentralOneOnly4=1 cityCentralOneOnly5=1 cityCentralOneOnly6=1 cityCentralOneOnly7=1 cityCentralOneOnly8=1 cityCentralOneOnly9=1 cityCentralOneOnly10=1 cityCentralOneOnly11=1 cityCentralOneOnly12=1 cityCentralOneOnly13=0 cityCentralOneOnly14=0 cityCentralOneOnly15=0 cityCentralOneOnly16=0 cityCentralOneOnly17=0 cityCentralOneOnly18=0 cityCentralOneOnly19=0 [TREES] // Over-all tree scale multiplier... treeScaleMultiplier=1.0 // What percentage of the trees should we actually use? (Uses randomness to select - Handy to create groups of trees) treeAssignPercent=35 // Cliff face cull radius (don't add object within this radius of a cliff)... cliffFacesCullScale=0.75 // Per-tree model filenames... treeModel0=models/warzone/trees/scarifpalmsmall01.md3 treeModel1=models/warzone/trees/scarifpalmsmall02.md3 treeModel2=models/warzone/trees/scarifpalmsmall01.md3 treeModel3=models/warzone/trees/scarifpalmsmall02.md3 treeModel4=models/warzone/trees/scarifpalm01.md3 treeModel5=models/warzone/trees/scarifpalm02.md3 treeModel6=models/warzone/trees/scarifpalm03.md3 treeModel7=models/warzone/trees/scarifpalm04.md3 treeModel8=models/warzone/trees/scarifpalm01.md3 treeModel9=models/warzone/trees/scarifpalm02.md3 treeModel10=models/warzone/trees/scarifpalm03.md3 treeModel11=models/warzone/trees/scarifpalm04.md3 treeModel12=models/warzone/trees/scarifpalm01.md3 treeModel13=models/warzone/trees/scarifpalm02.md3 treeModel14=models/warzone/trees/scarifpalm03.md3 treeModel15=models/warzone/trees/scarifpalm04.md3 // Per-tree vertical offsets... treeZoffset0=-32.0 treeZoffset1=-32.0 treeZoffset2=-32.0 treeZoffset3=-32.0 treeZoffset4=-32.0 treeZoffset5=-32.0 treeZoffset6=-32.0 treeZoffset7=-32.0 treeZoffset8=-48.0 treeZoffset9=-48.0 treeZoffset10=-48.0 treeZoffset11=-48.0 treeZoffset12=-64.0 treeZoffset13=-64.0 treeZoffset14=-64.0 treeZoffset15=-64.0 // Per-tree model scales... treeScale0=2.0 treeScale1=2.0 treeScale2=2.0 treeScale3=2.0 treeScale4=1.0 treeScale5=1.0 treeScale6=1.0 treeScale7=1.0 treeScale8=2.0 treeScale9=2.0 treeScale10=2.0 treeScale11=2.0 treeScale12=4.0 treeScale13=4.0 treeScale14=4.0 treeScale15=4.0 // Only allow this type on slopes less steep then this... treeForcedMaxAngle0=0.0 treeForcedMaxAngle1=0.0 treeForcedMaxAngle2=0.0 treeForcedMaxAngle3=0.0 treeForcedMaxAngle4=0.0 treeForcedMaxAngle5=0.0 treeForcedMaxAngle6=0.0 treeForcedMaxAngle7=0.0 treeForcedMaxAngle8=0.0 treeForcedMaxAngle9=0.0 treeForcedMaxAngle10=0.0 treeForcedMaxAngle11=0.0 treeForcedMaxAngle12=0.0 treeForcedMaxAngle13=0.0 treeForcedMaxAngle14=0.0 treeForcedMaxAngle15=0.0 // Always force a buffer of this radius around the object... treeForcedBufferDistance0=64.0 treeForcedBufferDistance1=64.0 treeForcedBufferDistance2=64.0 treeForcedBufferDistance3=64.0 treeForcedBufferDistance4=64.0 treeForcedBufferDistance5=64.0 treeForcedBufferDistance6=64.0 treeForcedBufferDistance7=64.0 treeForcedBufferDistance8=64.0 treeForcedBufferDistance9=64.0 treeForcedBufferDistance10=64.0 treeForcedBufferDistance11=64.0 treeForcedBufferDistance12=64.0 treeForcedBufferDistance13=64.0 treeForcedBufferDistance14=64.0 treeForcedBufferDistance15=64.0 // Never place another of the same object within this radius... treeForcedDistanceFromSame0=0.0 treeForcedDistanceFromSame1=0.0 treeForcedDistanceFromSame2=0.0 treeForcedDistanceFromSame3=0.0 treeForcedDistanceFromSame4=4096.0 treeForcedDistanceFromSame5=4096.0 treeForcedDistanceFromSame6=4096.0 treeForcedDistanceFromSame7=4096.0 treeForcedDistanceFromSame8=4096.0 treeForcedDistanceFromSame9=4096.0 treeForcedDistanceFromSame10=4096.0 treeForcedDistanceFromSame11=4096.0 treeForcedDistanceFromSame12=8192.0 treeForcedDistanceFromSame13=8192.0 treeForcedDistanceFromSame14=8192.0 treeForcedDistanceFromSame15=8192.0 // Force full solidity on this object (still culls tiny surfaces)... treeForcedFullSolid0=0 treeForcedFullSolid1=0 treeForcedFullSolid2=0 treeForcedFullSolid3=0 treeForcedFullSolid4=0 treeForcedFullSolid5=0 treeForcedFullSolid6=0 treeForcedFullSolid7=0 treeForcedFullSolid8=0 treeForcedFullSolid9=0 treeForcedFullSolid10=0 treeForcedFullSolid11=0 treeForcedFullSolid12=0 treeForcedFullSolid13=0 treeForcedFullSolid14=0 treeForcedFullSolid15=0 overrideShader0= overrideShader1= overrideShader2= overrideShader3= overrideShader4= overrideShader5= overrideShader6= overrideShader7= overrideShader8= overrideShader9= overrideShader10= overrideShader11= overrideShader12= overrideShader13= overrideShader14= overrideShader15= Smoo and AngelModder like this Link to comment
AngelModder Posted May 8, 2017 Share Posted May 8, 2017 I'm not exactly fimiliar with WZ. Untill this I'd never even heard of it to be honest. Got nothing against the idea but I need to finish JH3 first. Link to comment
Stoiss Posted May 8, 2017 Share Posted May 8, 2017 I'm not exactly fimiliar with WZ. Untill this I'd never even heard of it to be honest. Got nothing against the idea but I need to finish JH3 first. ofc that one need to get done for sure really nice map you got going on there loved JH V2 a lot and have used ours on it in my young JKA days with JaPlus Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now