<!--quoteo(post=152710:date=Jun 28 2006, 04:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 04:25 AM) [snapback]152710[/snapback]</div><div class='quotemain'><!--quotec-->
Adding shadings to these buildings is, unfortunately, impossible to do the way they are coded in now, because (believe it or not) the game considers these buildings as blades and guns attached to an invisible character.<!--QuoteEnd--></div><!--QuoteEEnd-->
Blades and guns on an invisible character???
<i><b>LOL!!</b></i>
<!--quoteo(post=152710:date=Jun 28 2006, 04:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 04:25 AM) [snapback]152710[/snapback]</div><div class='quotemain'><!--quotec-->
The plus is that you can build buildings anywhere you like, the cons are that the mod works odd: You can walk through walls and the models don't have proper lightning either. But it's either that or no building set mod at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I noticed this with a guy standing by a little shack (motionless)... the building was more a fantom than a solid object. I just figured it was a work in progress.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sometimes you can make a perfect mod, but most of the times, you have to do what you can with the resources in the game. This is about as good as you can make a buildingset mod in this game. However, the buildings in Oxbay port will be gone after you leave Oxbay. The buildings added to other locations at least make it clear that it is not Redmond where you are, but instead Greenford. People used to become confused about that after CCC enlarged Oxbay and Greenford. You can turn the entire enlarged Oxbay off in BuildSettings.h, but it requires a new game. Also: You can then not enter the Greenford Maltese Knight Abbey anymore, which is a shame.
BTW: I once had the idea of making the buildings characters. That way, there should be proper lightning and collision detection (I hope). However, all tests for this have, so far, resulted in CTDs only.
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Yeah. Understood.
A thought was, instead of actually having (or trying) to get the game to add dynamic lighting and shading... just make the textures have it built in, and use the right texture for the specific parts. Unless that texture is a teeny little box that is repeated in a a grid all along the sides... then no that would not work either.