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ent_terrainsave() #365161
03/23/11 19:49
03/23/11 19:49
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Hi,

the new function ent_terraincreate() is great! But I'm missing a function that stores a terrain into a .hmp file.
I would do it for my own, but I got stuck when it came to calculating the lightnormalindex out of the lightnormals table.

Example:
Code:
ENTITY* TerrainEnt = ent_terraincreate(NULL, nullvector, 100, 100, 20);
//Maybe some deforming, painting or adding a new skin
//Let's save changes:
ent_terrainsave(TerrainEnt, "NewTerrain1.hmp");



Or a function for calculating the lightnormalindex would also make the task a lot easier.

Thanks!


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Re: ent_terrainsave() [Re: Dark_samurai] #365162
03/23/11 19:55
03/23/11 19:55
Joined: Apr 2008
Posts: 650
Sajeth Offline
User
Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
ent_terrainsave would be the best feature since the implementation of lite-c.


Teleschrott-Fan.
Re: ent_terrainsave() [Re: Sajeth] #365318
03/25/11 09:07
03/25/11 09:07
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You can do that with the MDL SDK. It contains HMP save functions.

Re: ent_terrainsave() [Re: jcl] #365409
03/26/11 12:26
03/26/11 12:26
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Thanks for your answer!

This SDK is exactly what I need. I didn't knew that there exists something like that.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version

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