Eradrain : Yeah, I could do that. It'd make for some simple, quick foliage off in a place where the camera wouldn't usually swing. It wouldn't work for everything though, specially since I'll need to do alot of scraggly foliage to make things look the way I want them to.
Six: I think I get the jist of what you're saying, that it's all hierarchy based, and if it's set up correctly, it'll render all the alphas in the tile properly. I think this is something I'll have to experience firsthand before I can say I really understand it, though. Right now, you could say I got the theory down, but the execution still has me a little confused.
On a good note, I managed to dig up an old as ancient trial CD of Max 5.1, so I'll be able to use NWScript. I think my next step should be figuring out how to get my tiles ingame, instead of building more and more, then getting stumped because I'm trying to import a bunch of overly complicated objects.
Edit
Zwerkules: damn your ninja posting
Actually, other than the thatch in the middle being discolored, I don't see any problems with the alphas in that shot.
But the way it sounds, it isn't so hard to fix as long as the alphas are on separate objects. Considering all my branches and bushes will be just that, it shouldn't be too too difficult to get around.
Edit 2
Man, I remember why I hated Max. Getting .obj files into it has been like pulling teeth. I can export as an .fbx file, but that destroys my UV, and flips all my faces.
GWAAAAH. I'll figure this out. I just had to vent.
Modifié par Renzatic, 12 décembre 2010 - 04:15 .