out of intreasted
how did u make the surounding hills in rail gun and numberus other et maps. did u use easy gen or cliper tool?
out of intreasted
how did u make the surounding hills in rail gun and numberus other et maps. did u use easy gen or cliper tool?
well i use the simple path mesh tool that way i can deform the plane and get what i want 
Don’t use patch meshes for terrain - it’s a very bad idea.
photopaint, yes, you should either use either easygen, or paint a greyscale heightmap image and use GtkGensurf plugin.
k shallow if u cant use path mesh is ur problem but using plugins is not make the work for ur self, if u dont like its k say it but leave others try
Any chance you could post that again in something that vaguely resembles English?
i dont care cuz my firs lenguage isnt english but i still try to speak it
Sorry that was a bit harsh and I really should have taken into account that your main language might not be English, but I was genuinely unable to understand that sentence when I first read it, getting only the impression that it probably contained some sort of indirect insult.
To clarify: you really shouldn’t use patch meshes for big terrains, the disadvantages include that you can’t use metashaders, and that the collision calculations for players agains curves are considerably more expensive in processor terms than collisions against brush surfaces*. Most importantly, you are likely to get a ridiculously large triangle count if you are using a mesh with enough resolution to get the control you want over it.
(* At least that was true for Quake 3, SD may have found a cheaper method of getting satisfactory collision with bezier patches in ET)
k np but u noticed that teh land gnerates is conection of patch mesh`s, and i think they’ve solutioned that cuz i can use metashaders, but maybe they changed the plug in for et and u was used to q3
You can use patch meshes in terrain. They’ll be textured just the same as brush faces.
y
Would this apply to a terrain made from a single mesh, or would you have to use multiple meshes to get a metashader working? If the former, then that’s a neat new feature.