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Bunch of layout sketches, I'm really tempted to go with an island despite it being less majestic than having a gigantic mountain range off in the...
Experimenting with the layout some more. This should be able to cover all the types of areas I wanted. [IMG]
The big thing holding back large maps was the z-fighting issue that caused flickering the further you went from the 0,0,0 position. Essentially...
So for the next map we figured it would be nice to have a transparent development (where possible at least). What this means is we'll throw a...
You need to have 16 bit selected in both the render settings and when you actually save out the image. And yeah as soon as you open a 16bit image...
Utah is 2km x 2km (the playable area) with some extra mesh space around that.
It should be 16 bits (this might need to be set up inside blender though, make sure it's rendering 16 and also that you're saving a 16 bit .png),...
The best way to set up materials is to manually create them first using a text editor. You don't have to create the entire material if you don't...
Just adding a bit of detail to the old Utah rocks. [IMG]
Use the ingame menu to "spawn new", that should fix your problem. The new vehicles will be placed at the bottom of the scene tree.
Just thought I'd show you guys the world machine doc I use to add the changes I make in blender (roads) to utah. To help iterate faster I've made...
Yep, Utah is definitely not done yet, just in a state where I can show pictures of it (for example up until last week it had no textures as I was...
It's getting there, still more polish to go though. [IMG]