Geometry for sharp cliffs example

Geometry for sharp cliffs example

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Beherith
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Geometry for sharp cliffs example

Post by Beherith » 31 May 2014, 16:09

Image

EDIT: Released, check edger.py in the zip file below:
http://imolarpg.dyndns.org/spring/alter ... onghold.7z
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PicassoCT
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Re: Geometry for sharp cliffs example

Post by PicassoCT » 31 May 2014, 16:25

I have a dent in the desk and a date with the dentist due to this..

We can go beserk now.. grand canyon maps ... all the way..

Bravo beherith.. just bravo.. wish we had a way to give standing ovations on this board.
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SirArtturi
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Re: Geometry for sharp cliffs example

Post by SirArtturi » 31 May 2014, 18:58

Really nice idea. I see a lot of possibilities to play with it. Is it possibly to apply it just for specific area or does it apply globally on the whole map? Also, how do you apply texture and what is the resolution? How customizable?
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith » 31 May 2014, 23:00

So far this is extremely work in progress. But at the moment, all of it is automatically generated by a script, so the customizability is not really fleshed out. smoth is being a dear and is helping with a bit of texturing, to make it all look much sharper tuan just the screenshot. There are only practical upper limits on the texture resulotion, currently we are working with a resolution that is approx 4x the resolution of the default texture map. The script in general takes a heightmap as input to generate the walls where the slope is above a predefined threeshold. I will add the ability to define a mask where one absolutely does not want walls to be spawned. Stay tuned for more details...
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The Yak
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Re: Geometry for sharp cliffs example

Post by The Yak » 01 Jun 2014, 02:15

Looks excellent, can think of a few maps that this would improve
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Anarchid
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Re: Geometry for sharp cliffs example

Post by Anarchid » 01 Jun 2014, 13:51

Wow it even works with shadows, whatever that is!
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enetheru
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Re: Geometry for sharp cliffs example

Post by enetheru » 01 Jun 2014, 17:13

Look'n good :)

What do you think your strategy for cliff merging into ramps will be?
Do you plan on creating varying cliff geometry, with cosmetic overhanging terrain? (ie caves)
Whats your strategy for deformable terrain?
You've stated that the cliff geometry is generated, what do you think of being able to pre-built segments that fit in with the generated terrain?
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scifi
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Re: Geometry for sharp cliffs example

Post by scifi » 01 Jun 2014, 22:36

Man i always wanted maps to have these sharp cliffs!. And since they are features(3d models themselves), its great!. Because lets face it cliffs always looked a bit too low rezz, at certain angles.

Any eta on when your releasing the code?, i would like to take a look at it just for experimentation purposes.
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith » 03 Jun 2014, 22:30

Wall texture courtesy of smoth:
Image

Current features:
-Generates features of a predefined size, and places those on the map where needed
-Use a heightmap as input
-Custom textures
-generates a tiled wall from 16x16 elmo sized elements
-requires a grounddetail setting of 150 to ensure that the sharp cliffs of a map are perfectly covered by the wall
-generates a typemap that can be used with it to prevent ground deformation under the center point of the feature and under the walls.
-Uses Muon's s3o library to generate s3o's

Outstanding issues:
-the normals of the wall tops are not smoothed.
-The vertical wall texture tiling and generation method needs improvement

Issues because features are used:
-normal maps/custom shaders not supported
-when zoomed in the feature visibility is not always perfect
-features fade when zoomed out
-will not integrate well with map overlay views
-cannot be integrated with deferred rendering
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smoth
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Re: Geometry for sharp cliffs example

Post by smoth » 03 Jun 2014, 22:47

And the saturation and brightness are very off.

See what I meant about having 1 strip for the large flat area etc?
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Anarchid
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Re: Geometry for sharp cliffs example

Post by Anarchid » 03 Jun 2014, 22:49

Aha, so it's a feature.

One more thing they don't do well, from my experience, is ground decals - features can't receive those.

Though ideally it wouldn't matter.
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FLOZi
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Re: Geometry for sharp cliffs example

Post by FLOZi » 03 Jun 2014, 23:06

Anarchid wrote:Aha, so it's a feature.

One more thing they don't do well, from my experience, is ground decals - features can't receive those.

Though ideally it wouldn't matter.
Pretty sure they can these days (it's an attribute of the super class of Feature & Unit).
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PicassoCT
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Re: Geometry for sharp cliffs example

Post by PicassoCT » 04 Jun 2014, 08:16

Can we post random textures here to have them send to the Wall?
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Anarchid
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Re: Geometry for sharp cliffs example

Post by Anarchid » 04 Jun 2014, 10:13

Pretty sure they can these days (it's an attribute of the super class of Feature & Unit).
Whoa?!

I should finish my own verticliff thing, then.

Anywhere to seek first?
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smoth
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Re: Geometry for sharp cliffs example

Post by smoth » 07 Jun 2014, 15:59

Decals cost performance. I would take care. Also people have that lovely decal limit setting.
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith » 07 Jun 2014, 21:42

By the way, does any engine develop have any tips o which rendering pipeline to use to avoid all of the above mentioned caveats? Especially unit lod and icon rendering?
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Kloot
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Re: Geometry for sharp cliffs example

Post by Kloot » 07 Jun 2014, 23:40

Perhaps too obvious: use null-script Gaia units instead of features?
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PicassoCT
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Re: Geometry for sharp cliffs example

Post by PicassoCT » 08 Jun 2014, 09:49

Can you randomize the lower and midsection of the polystrip outwards?

Image
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Anarchid
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Re: Geometry for sharp cliffs example

Post by Anarchid » 08 Jun 2014, 21:50

Perhaps too obvious: use null-script Gaia units instead of features?
Units will become icons though?
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith » 08 Jun 2014, 23:12

Thanks Kloot, only the billboarding and distance icons could be an issue then, but i think lua materials can be forced to a single LOD, and the icons can have a custom distance multiplier.
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