neroden.
Please refer to my design spec for the terrain. Basically - the terrain tile is a cap to a "pillar" - just like in Locomotion. If an object is placed "below" tile.height then it is underground. If it is above tile.height + max(a,b,c,d) (where a,b,c,d are vertex offsets) then it is above the ground.
So - whatever is possible in Locomotion, is possible in TE. There will be a switch to display objects which has 'height' component above certain value.
Otherwise bridges and tunnels are 'structures' so all structure clipping mechanisms will have to apply to them.
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