To build a procedure terrain I came up with a
series of repeating shapes: Moddb.com
So far there are about 30.
That would be 30 bps models for each texture set that needs all 30 shapes.
This will quickly grow to a boat load of models.
Unless. I could cause a texture replace on a per model basis.
There is a console command:
r_replacemaptexture: override a map texture for testing purposes
Which causes a world model texture to be replaced by another texture on the map. So texture replacement can be done by the engine.
I dug into it. And added a parameter to select a model besides the world.
The results of which can be seen here.
There are 20 land form models here. I changed one of them to black.
You can see two of them changed. Why?
Because - to the engine there is only one structure of data to store the model info. And it is used to display multiple copies of the model.
To do what I want...is going to require much engine hackery.
It would be easier to write a script to replace textures in a .map file
and auto-call hmap2 to compile them live.
To build a procedure terrain I came up with a
series of repeating shapes: Moddb.com
So far there are about 30.
That would be 30 bps models for each texture set that needs all 30 shapes.
This will quickly grow to a boat load of models.
Unless. I could cause a texture replace on a per model basis.
There is a console command:
r_replacemaptexture: override a map texture for testing purposes
Which causes a world model texture to be replaced by another texture on the map. So texture replacement can be done by the engine.
I dug into it. And added a parameter to select a model besides the world.
The results of which can be seen here.
There are 20 land form models here. I changed one of them to black.
You can see two of them changed. Why?
Because - to the engine there is only one structure of data to store the model info. And it is used to display multiple copies of the model.
To do what I want...is going to require much engine hackery.
It would be easier to write a script to replace textures in a .map file
and auto-call hmap2 to compile them live.