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Register and log in to move these advertisements down Living World Map Graphics Deconstruction
Land Land is pretty simple. It covers the land surface and the sea floor. Shaders for this are standard opaque shaders, no need to get out WDump to check. All land is contained in livingmap.w3d .Original LWM subobjects are:
The land is split into such a set of objects because extremely high vertex counts and large textures make SAGE choke. Therefore, EA split them up. Each subobject corresponds to a .dds file that can be found in Textures.big (livingmap01.dds to livingmap12.dds). In terms of replicating this, there are a couple things to pay attention to
Land Code Specifying a new living map in code is relatively easy. In livingworld.ini, find the following code
And replace with the name of your W3D. CommentsDisplay order: Newest first Sulherokhh (Team Chamber Member) - Tuesday April 28, 2009 - 9:26 Whosoever dared to rate this at '4' now has to explain what is missing for it to be rated '5'. Námo - Tuesday April 28, 2009 - 1:59 Excellent! and MOST welcome - lots of thanks to both of you! |
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