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Worldmodel collision xsi modtools
Worldmodel collision xsi modtools













worldmodel collision xsi modtools
  1. Worldmodel collision xsi modtools mod#
  2. Worldmodel collision xsi modtools mods#

PAINT is the default and adjust terrain height consistently under the brush. Mode defines the type of brush used to paint terrain. The brush control panel consists of MODE, SIZE, SHAPE, ROTATION, and PRESSURE as well as TERRAIN HEIGHT tools. Instead of painting the vertex map with color like a paint brush, the terrain brush applies FOREGROUND and BACKGROUND heights to vertices on the terrain height map. This version is compatible with C:S v1.1+ and has some new features.

Worldmodel collision xsi modtools mods#

Height mode allows users to mold the vertex height map of the terrain with a terrain brush. ModTools is an in-game scene graph viewer and a toolkit for mods and assets authors. Objects can be moved from one layer to another and layers deleted to allow for flexibility during development. The only time you would freeze the rotation (set the rotation to 0 on all the axis) is when the part is in the proper default animation state.

Worldmodel collision xsi modtools mod#

A separate layer would be created just for Shadow Regions, and the same for SoundSpaces, SoundRegions, and often Trees and Buildings would be separated into their own layers on crowded maps. Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials Samoko: If you are rotating the parts just to view them (or modify them) in an unwrapped pose, then you should not freeze the rotation. A design layer would be created for designers and artists to manipulate objects, paths, capture and control regions, boundaries, and path plans. As a result layers evolved to be created and named by functional purpose, and the base layer was not utilized. Several modes adopted multiple purposes so when one person was working in a layer they often had a lot of their own clutter to work around. Now you should see a 'leftside1' object, and it should be selected. In the explorer window, right click on 'leftside' and select Duplicate. During development as more functionality was added to the editor how layers were utilized changed. It should look like this: Now in the Explorer window, right click on the cube and select rename or select it and press F2 and call it: leftside. Handles tunnelling - all items are treated as 'bullets'. If you need anything more complicated than that (circles, polygons, etc.) give HardonCollider a look. Its main features are: a only does axis-aligned bounding-box (AABB) collisions. It should do pretty much everything the Pandemic exporter could.

worldmodel collision xsi modtools

Creating a layer is as easy as selecting the CHANGE button and then clicking NEW on the pop up control panel and renaming the layer. Lua collision-detection library for axis-aligned rectangles. XSI ZETools is a plugin(biggest part written in python) for XSI 6.0+.















Worldmodel collision xsi modtools