Planetside Software Forums

General => Open Discussion => Topic started by: rcallicotte on June 26, 2008, 08:07:43 PM

Title: Possible Buildings
Post by: rcallicotte on June 26, 2008, 08:07:43 PM
I'm not sure, but these might be useful in TG2.  The texture number looks low, but I'm not certain what the count is.

http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7340
Title: Re: Possible Buildings
Post by: cyphyr on June 27, 2008, 04:10:44 AM
Looks very useful, however with TG's random rotation and overlapping there could be some issues with forground populating.
Richard
(festival monkey) ::) ;D
Title: Re: Possible Buildings
Post by: gregsandor on June 29, 2008, 03:21:09 AM
You don't have to use random rotation; set both min and max rot to the same value.  If you want some oriented at a different angle, use a new population or in your modeling program rotate them and save as new objects.
Title: Re: Possible Buildings
Post by: Yoda Almighty on June 29, 2008, 01:16:30 PM
ah man. I had Bryce on my old computer, but it crashed. I got a new computer, but it won't run Bryce! (Bryce doesn't run on 10.5 as far as I know.)

still, that looks pretty cool.
Title: Re: Possible Buildings
Post by: rcallicotte on June 30, 2008, 10:11:14 AM
Yoda, my hope would be that we could use these in TG2.  That could be useful, I'm assuming.
Title: Re: Possible Buildings
Post by: Yoda Almighty on July 02, 2008, 09:18:18 PM
good point, although usually I would find it easier to model my own. (thats only for small numbers of buildings, though)