Map Bulk Mesh

Discussion in 'Content Creation' started by NaxNir, Feb 6, 2016.

  1. NaxNir

    NaxNir
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    Joined:
    Jan 28, 2014
    Messages:
    618
    I need help with a map I'm making. I need many of these poles going along a straight road, so could someone with more knowledge than me please do this? I will give credit to whoever does it. I need there to be ~1000 poles in each direction.

    new TSStatic(pole_f_1) {
    shapeName = "levels/nninfinite/art/pole.dae";
    playAmbient = "1";
    meshCulling = "0";
    originSort = "0";
    useInstanceRenderData = "0";
    instanceColor = "White";
    collisionType = "Collision Mesh";
    decalType = "Collision Mesh";
    allowPlayerStep = "1";
    renderNormals = "0";
    forceDetail = "-1";
    position = "3.5 -3.5 1";
    rotation = "1 0 0 0";
    scale = "0.5 0.5 0.5";
    canSave = "1";
    canSaveDynamicFields = "1";
    cloneOrigin = "pole";
    };
    new TSStatic(pole) {
    shapeName = "levels/nninfinite/art/pole.dae";
    playAmbient = "1";
    meshCulling = "0";
    originSort = "0";
    useInstanceRenderData = "0";
    instanceColor = "White";
    collisionType = "Collision Mesh";
    decalType = "Collision Mesh";
    allowPlayerStep = "1";
    renderNormals = "0";
    forceDetail = "-1";
    position = "3.5 0 1";
    rotation = "1 0 0 0";
    scale = "0.5 0.5 0.5";
    canSave = "1";
    canSaveDynamicFields = "1";
    };
    new TSStatic(pole_b_1) {
    shapeName = "levels/nninfinite/art/pole.dae";
    playAmbient = "1";
    meshCulling = "0";
    originSort = "0";
    useInstanceRenderData = "0";
    instanceColor = "White";
    collisionType = "Collision Mesh";
    decalType = "Collision Mesh";
    allowPlayerStep = "1";
    renderNormals = "0";
    forceDetail = "-1";
    position = "3.5 3.5 1";
    rotation = "1 0 0 0";
    scale = "0.5 0.5 0.5";
    canSave = "1";
    canSaveDynamicFields = "1";
    cloneOrigin = "pole";
    };
    (Color coded)
    Keep this going up by one each time.
    Minus 3.5 each time
    Keep this going up by one each time.
    Add 3.5 each time

    Code:
          new TSStatic(pole_f_1) {
             shapeName = "levels/nninfinite/art/pole.dae";
             playAmbient = "1";
             meshCulling = "0";
             originSort = "0";
             useInstanceRenderData = "0";
             instanceColor = "White";
             collisionType = "Collision Mesh";
             decalType = "Collision Mesh";
             allowPlayerStep = "1";
             renderNormals = "0";
             forceDetail = "-1";
             position = "3.5 -3.5 1";
             rotation = "1 0 0 0";
             scale = "0.5 0.5 0.5";
             canSave = "1";
             canSaveDynamicFields = "1";
                cloneOrigin = "pole";
          };
          new TSStatic(pole) {
             shapeName = "levels/nninfinite/art/pole.dae";
             playAmbient = "1";
             meshCulling = "0";
             originSort = "0";
             useInstanceRenderData = "0";
             instanceColor = "White";
             collisionType = "Collision Mesh";
             decalType = "Collision Mesh";
             allowPlayerStep = "1";
             renderNormals = "0";
             forceDetail = "-1";
             position = "3.5 0 1";
             rotation = "1 0 0 0";
             scale = "0.5 0.5 0.5";
             canSave = "1";
             canSaveDynamicFields = "1";
          };
          new TSStatic(pole_b_1) {
             shapeName = "levels/nninfinite/art/pole.dae";
             playAmbient = "1";
             meshCulling = "0";
             originSort = "0";
             useInstanceRenderData = "0";
             instanceColor = "White";
             collisionType = "Collision Mesh";
             decalType = "Collision Mesh";
             allowPlayerStep = "1";
             renderNormals = "0";
             forceDetail = "-1";
             position = "3.5 3.5 1";
             rotation = "1 0 0 0";
             scale = "0.5 0.5 0.5";
             canSave = "1";
             canSaveDynamicFields = "1";
                cloneOrigin = "pole";
          };

    Thanks in advance,
    NaxNir
     
  2. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,401
    Let's see... Is this what you want?
     

    Attached Files:

    • Like Like x 1
  3. NaxNir

    NaxNir
    Expand Collapse

    Joined:
    Jan 28, 2014
    Messages:
    618
    Yes, exactly! Thanks! ;)
     
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