Quote:
Originally Posted by Sakrateri
Any idea why I keep getting an access violation when trying to import 3d max terrains I make as ground mesh? I can import them fine just as a regular 3ds model but then I cant get the zone bounds correct. Is importing as a ground mesh just not working or is it just me?
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I found the bug and fixed it (it was a regression I introduced in OpenZone 7.7), but the results look pretty terrible as it wasn't designed for .3DS files that use a single texture. I need to put a bit more thought into it, but I'm leaning toward doing away with that option entirely and instead adding an option that would let you "tag" a .3DS object you imported as the ground object. Doing it this way would best protect the fidelity of the .3DS object, with the tradeoff that you wouldn't be able to paint or otherwise modify it in the ground editor (and you would have to check the "show other objects" box in the ground editor to see it). This would require a lot of code changes, but off the top of my head it feels like the best solution. I'm thinking of creating either an internal BSP tree or quadtree that OpenZone could use for rapidly looking up the elevation at any point in the object, so that all features that need the ground elevation would still work (placing objects on the ground, walking on the ground, etc.)
Since this would require a lot of effort, before I start on this does anyone have any thoughts on it?
WC