Hey ME section, long time no see. Well, i've started model editing again, and a few questions have popped up. I'll just list them.
1. Why is it on some ADT's, for example GM Island, a change in solid texture causes a loss of one side when edited? If you raise or lower a section of land split in between textures A and B, one texture plain disappears and there is a hole in the ADT.
2. Is there any way to add WMO's or doodads to an ADT more efficiently? As of now, the most surefire way to add objects short of swapping them with existing ones, is to use cryects tools via fileinfo and loadinfo. Just adding a line isn't hard, but, and it just may be a misconception I have come up with, you need seperate coordinates for every object added. So that would involve either going in game and picking random areas (thankfully we have a Noggit that moves WMO's now) and then doing the usual x+1 and x-1 to find our appropriate lower_ext*'s and upper_ext*'s to fill out the entry in either the doodad or WMO sections or using some sort of math to generate the coordinates but if WMO's or Doodads can't be spawned over lapping, then that makes generating coord's a bit harder as you would need to space all the items correctly. Like I said, all of that may just be a bunch of useless text if im guessing wrong.
3. Is there any compilation, or can people share there techniques for making mountains, ramps/paths, ect.
4. Same as above but involving painting/BLP editing. What is the best way to make textured land look good and not like the felt on a pool table.
Hopefully those aern't too hard to answer, and when they are, I will rep as soon as possible. Unfortunately, I have moved, and do not have decent internet at the time. (DSL at the speed of 28k-56k dialup ugh.)