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headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Filling in the gaps
i know this has prolly already been answered but.......
if i want to put a building underground, i do the normal drill, clear the ground, yeah yeah.... i then lower the building into my new found hole, only to find there are missing "edges" around the building which i can fall thru into pergitory(sp?) how do i make the ground "cling" to the edges of the building?
The ground doesn't "cling" to the building so to speak.
The best way I have found is to place the building first, then switch to the terraformer and click on "set empty". Then click on "select area" and highlight the area that your building sits on. Before you do anything else, view the area from all angles around the building, making sure that the red "highlighted" area is within the building perimeter and does not display on any of the ground surrounding the building.
In some cases it may be best to nudge the building slightly one way or the other to make it fit over the selected spaces better.
Once you are satisfied that you have only selected areas that are "under" the building, go ahead and click on "set empty" again to complete the operation.
Now run around the perimeter of the building to see if there are any holes you overlooked, but if you were careful in your selection, there shouldn't be any. If there are, simply go back to the terraformer, click on "clear empty" and select the squares that you need to "fill" back in. I find it helpful to do this as an actual player in the game so I can stand right beside the squares as I select them. Then click on "clear empty" again and they are filled back in.
You'll find that most buildings have very thick walls, so you don't have to be overly particular about selecting every square inch right up to the edge of the building.
It can take some getting used to, but practice makes perfect and you'll find it easier to do each time.
select options hit O to open them in the teerain editor. set the adjustr hieght value to 1 or 0.5 click ok select paint, click brushsize select 0. you can now adjust the corners of an individuel teerain square by picking raise or lower and clicking on those corner to make the terain seem as if it curvs up like a bank against a wall. the walls on the prefabs are thick for more than to just keep those mortar rounds out
I wouldn't mind making a large model, but low polygon mountains tend to look bad, which (in your opinion(s)) would be better? Make the mountain with the cave(s) as an all-in-one model, or make the cave models that sink into the terrain (boolean). Any word on if/when the Mission/Terrain Editor will be improved? Too bad the 3d tools in the editor need so much help... no boolean operations, y points the wrong way (y is z) , etc., I need more import/export options... say maybe IGES?