objects a little smarter. It will use meshes only if they use at least
one of the 2.0 properties (materials, phydrv, smoothbounce,
cumulative transforms, etc...)
As well, each side can be controlled individually:
Code: Select all
box
notextures
texture boxwall.png
x+ texsize 1 2 # U and V scales
y+ texsize 2 3
x- texsize 3 4
y- texsize 4 5
z+ texsize 6 7
z- texsize 7 8
z- texture caution.png
z+ passable
x+ color red
y+ color green
x- color blue
y- color purple
z+ color grey
z- color yellow
end
Code: Select all
pyramid
notextures
x+ texsize 1 2 # U and V scales
y+ texsize 2 3
x- texsize 3 4
y- texsize 4 5
bottom texsize 6 7
x+ color red
y+ color green
x- color blue
y- color purple
bottom color grey
end
to use it will have to compile from source. Note that this is a server-
side change, and that nothing need change on the client-side.
P.S. This should also provide a speedup vs. meshboxes and
meshpyrs. The new mesh boxes have 6 faces against the old 12,
and the new mesh pyramids have 5 faces instead of 8. The nice
part about these modifications (vs. a user defined group), is that
the texture coordinate will be scaled along with the object size if
the texsizes are negative (they default to -8.0). Note that this is true
for both the old style "size" keyword and the newer "scale" version.