forked from Mirrors/openclonk
![]() The "Trunk2" had nothing at all to do with the other "Trunk". It's not a tree and can't be chopped. It's not a decorative object either. It's something that the scenario designer most likely has to place on purpose. The Vegetation.ocd folder should be kept for plants and plant-like stuff that e.g. either grows or can be chopped like a tree and fulfill not another core-role (like being a decorative bridge). The texture can possibly be scaled down a bit. But because the WalkableTrunk has a width of 264 (x*4 = 1056), I didn't want to change that now without ingame testing. |
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.. | ||
TrunkFront.ocd | ||
DefCore.txt | ||
Graphics.mesh | ||
Scene.material | ||
Script.c | ||
SolidMask.png | ||
StringTblDE.txt | ||
StringTblUS.txt | ||
treetrunk.png |