-
Content Count
959 -
Joined
-
Last visited
-
Either move/edit out the decals that have the craters, or create new textures for the transition.
-
WGS84 coordinate system with a projection of UTM, greyscale 16 bit.
-
You can mod the AI but its a nightmare to test.
-
Its really nice that you can do a high mobility build with double jump and play this almost like mirrors edge
-
Blender and Autodesk 3DsMAX - general Q
LizLemon replied to jollyjack's topic in Hardware, Software and Controllers
There is no publicly available 3d importer/exporter for the game so you can't modify any of the models or create new ones. Blender is very good now though, don't even bother with learning max. -
I can import any heightmap I want, along with tree maps, water maps, ect. You can't actually load any of them in-game though, just the mission editor.
-
All the map making tools are the same as rise of flight. You can't load maps in-game though so its kinda useless.
-
extract the games contents in graphics\landscape_mapname\textures.tini change 3DWater= from true to false
-
Its the effects mod.
-
And how long does using search take?
-
You could always use the search feature
-
Armor penetration values
-
Its a bug caused by how the atmosphere is blended with distance objects. Virtually every game that uses precomputed atmospheric scattering has it.
-
This is just what happens when it hits the end of an archive. You are doing something wrong. All the same stuff gets extracted.
-
Because both mods have files in the same folder.