_six wrote...
ShaDoOoW wrote...
ok thanks for explanation, and yes i was reffering to the <tilename>a node. Ok then I guess I have to leave it as it is. So far, that was only issue of this fruit tree along road.
Not really. As I hoped to get across, you can cut and paste the text from "node trimesh" up to "endnode" on the specific object you're after, and place it before "endmodelgeom" to get the same transparency fix without breaking tilefade. Then set the parent to the base model dummy.
Theoretically, compilation does improve things but I'm not sure by how much. With a few exceptions (I'm thinking of the willow trees here) I can't see it making a marked difference. Plus I don't know about you, but TNO areas load in a couple of seconds on my PC these days so I dare say compiling the whole TNO set is more trouble than it's worth. And you should definitely not compile anything with skinmesh or animesh involved, so at the very least any sea tiles need to be uncompiled.
Ok, I still dont understand why, but did what you told me and it worked without flickering, so thanks!
As the compilation, I probably compile all models I have changed, but due to the file size of models from TNO, cannot really compile them all as this work goes to the community patch and filesize is a factor.
One more question, as you told me in another thread, some tree tiles indeed have tilefade option already and I found out that these models have a value of 4 for tilefade the vertical cover polygon on the edge of the tile. Seems intended, so what does value of 4 means? Are there other values as well?
Modifié par ShaDoOoW, 15 juin 2012 - 06:25 .