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Re: ChocolateBox [message #68901 is a reply to message #68900] Tue, 25 June 2013 00:34 Go to previous messageGo to previous message
BayStone is currently offline  BayStone
Messages: 144
Registered: October 2005
Location: HMQ
Thanks for the support. Smile

JohnDoe wrote on Tue, 25 June 2013 04:03

Falset wrote on Mon, 24 June 2013 18:52

Ohhh, STB crap... Thinking of extending c-box's powers to make new land?!? Very Happy

No, at least not yet. It'd be quite the ambitious goal. But look, he's added support for trees. Being able to see where the trees are would definitely make working in CBox better. Who hasn't placed something only to find out in-game that all they have is a tree house? The finer details can't be seen in the screenshot, but I'm speculating that things smaller than trees will be there too. Foliage and such. Maybe down the line there will be support for adding, deleting and moving trees.


Trees? Not quite yet. The tree in the screenshot is an object, and not "stb flora". The flora is getting there. Smile The boxes represent different LODs of flora I believe. The current problem is that I don't have the actual exact positions. So currently, any flora I put in the level appears pretty close, but not quite. Usually in the air, but I don't know why. Confused

As far as the terrain goes, I can extract the mesh from the STB, but putting that together in editable or even viewable form is a pain in the ass. Heh. If I'm going to do it, the editing that is, I'll probably just do an 'import terrain as an image' type of thing.

Zyreq wrote on Tue, 25 June 2013 06:00

By the way, npc navigation doesn't work on any tool right? I thought i remember hearing that it functions on AE, haven't tried it yet.. May be my imagination though..


It's in CBox too, but it's a little... finicky, due the unknowns related to the navigation node data. I'm not actually sure if it's on by default, you might need to adjust the ini settings a little.


Busy!

[Updated on: Tue, 25 June 2013 00:36]

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