@Multiball:
I thought so, too, at first, when I had seen those long lists of meshes. I though it'd be conceived like I had shown in post #18. But then came the heightmap experiment in post #110. As you can see, you can directly affect the heights of the landmasses. Paint around in the heightmap file, and your changes will be applied instantly.
I don't understand that land mesh, however; it does not outline what is visible on screen. It does not outline where troops/ships can or can't go (the landmasses are too cluttered for that). So what does it do? On the other hand, I've also seen meshes for the rivers and certain land features... Those might fill the gaps in the land mesh. Gotta look that up again to take a peek at it via the converter and Dxview.
The coastline meshes are not so low poly that they couldn't be used to enframe the landmasses. Too bad they are not properly named.
@Errabundi:
You're right. I'll send a notice to a mod. This pointless region talk is getting out of hand.
@Jynx:
The only campaign map texture I've found so far that looks "meaningful" is rocks1_diffuse.tga in ..\data\campaign\terrain.
There are two big files in supertexture.pack named world_.stpi and .stpd. I have no idea what these can be opened with. I had read something about those files somewhere and tried the suggestions, but to no avail.




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