• whatever happened to env_terrainmorph?
    2 replies, posted
in the 2003 E3 demo of the source engine, it featured an animated displacement (env_terrainmorph) which never made it to the final release. why was this?
Probably due to problems with implementation. It looks like even when it was in the engine it wasn't able to update the collision hull of the terrain, making it an entirely visual thing. This makes it basically useless, as you can get the same results with vertex animation but with a lot more flexibility. so I assume it wasn't worth keeping around and supporting.
How should we know? I'd guess it was expensive to compute back then. It's a static map data block modifed when running it. There also is no in-hammer editor or any control to predict or edit the result to make it work as a level design feature. It also distorts textures and surrouding visuals, if you're not careful or basicly seperate it. Use scenarios are basicly land slides or bomb craters, which you gotta construct with incoming and or outgoing and displaceing matter in mind. It's tricky to make look good. Usable?
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