Author Topic: TNO tilefade from CP fix  (Read 320 times)

Legacy_Shadooow

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TNO tilefade from CP fix
« on: April 03, 2013, 05:47:13 am »


               I managed to fix the polygon intent issue on several TNO tiles when tilefaded. Still need to verify I catch all of them.

EDIT: forgot to mention that in order to test this you need to have community patch and enabled tilefading in toolset/game. In toolset its in the Environment - Fade geometry option. Default TNO doesnt fade these trees.

for those willing to help, what I need from you is to download this LINK - extract into override, open toolset, create a new area in castle/rural and try to play with grassy trees terrain, raise/lower it, combine with other terrains, whatever and to test whether that black coverage polygon matches surrounding

to better explain the issue see this images
'Image
'Image

if you come across something like this and its visible also ingame, please send me the name of the tile or the whole area in ERF and I will try to fix it
               
               

               


                     Modifié par ShaDoOoW, 03 avril 2013 - 04:49 .