Thread: [WIP] The SH5 EcoMod
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Old 02-11-20, 07:28 PM   #300
gap
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Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
Originally Posted by Jeff-Groves View Post
As I played with a few files I found the over head texture map useless.
Well, it depends: if mapped on top of the mesh you are editing, it can help you previewing better terrain levels. Another useful color-mapping feature would be if you could calculate slopes, and mark them with a certain color if they exceed a given value. That would help understanding where the game will map rock texture instead of grass or sand

Quote:
Originally Posted by Jeff-Groves View Post
A side view mapping is crazy easy to play with!
We'd just do one and go from there as far as colors for levels.
I also use a single plane object file for sea level.
In Max I can turn it on and off.
The same do I in Wings

Quote:
Originally Posted by Jeff-Groves View Post
This Script is highly advanced!
You run a simple .bat file I will provide and it goes automatic!
All you do is select a few options.
Select a RAW file? It checks to be sure it's the proper size and does the rest.
Select an OBJ file? Same thing. It knows what to look for and does the rest.
On OBJ to RAW? You have the option to have it save as a JSGME ready to go!
All you do is move the final output.
Unless you'd like the ability to save to the MODS folder in JSGME.
I can do that.

As far as the image file being encoded into the script then extracted on run?
Yeah. I can do that if need be.
I'd say just include that in the download and give good instructions on where to use it.

The whole idea and script is to save you time.
I can't wait to test those advanced features!
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