Geometry for sharp cliffs example - Page 2

Geometry for sharp cliffs example

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Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Geometry for sharp cliffs example

Post by Kloot »

Since you have already thought to block any terrain deformation underneath the walls, you might also consider merging all segments into a single geometry blob with associated large draw radius (and rendering efficiency gains) to prevent LOD or culling from kicking in.
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BaNa
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Joined: 09 Sep 2007, 21:05

Re: Geometry for sharp cliffs example

Post by BaNa »

Kloot wrote:Since you have already thought to block any terrain deformation underneath the walls, you might also consider merging all segments into a single geometry blob with associated large draw radius (and rendering efficiency gains) to prevent LOD or culling from kicking in.
The blocking of terrain deformation worries me as it should lead to very ugly effects when nuking near a wall, maybe these maps should have map deformation off?
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Geometry for sharp cliffs example

Post by jK »

BaNa wrote:
Kloot wrote:Since you have already thought to block any terrain deformation underneath the walls, you might also consider merging all segments into a single geometry blob with associated large draw radius (and rendering efficiency gains) to prevent LOD or culling from kicking in.
The blocking of terrain deformation worries me as it should lead to very ugly effects when nuking near a wall, maybe these maps should have map deformation off?
Ground hardness is a float, just make the cliffs extreme hard and blur that a bit, so map deformations always are smooth next to cliffs.
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith »

I'm not completely sure the blurring would work, as the typemap is only half the resolution of the heightmap, and this may result in terracing.
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith »

Image

Slow progress is slow.

Fixed a lot of issues that features had by switching to units, only one issue left:

Units are placed from global gadget space, on game load, but are only rendered after game start :(

Now trying to not blow up my brain by thinking of a sane procedural texturing scheme for it.
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith »

Whew, got procedural wall texturing:

Image

Image
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Geometry for sharp cliffs example

Post by Anarchid »

Now trying to not blow up my brain by thinking of a sane procedural texturing scheme for it.
I'm pretty sure units can be pre-spawned in some way, at least zk missionrunner does it in such a way that you can see units before countdown completes.
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Silentwings
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Re: Geometry for sharp cliffs example

Post by Silentwings »

Didn't test with latest, but it used to be the case that units spawned before the game started (with ZK mission runner) had their pieces in the wrong places & then they suddenly shot into place at game start.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Geometry for sharp cliffs example

Post by smoth »

Their piece origons are at 0,0 then translated yes
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith »

Thats ok, since they are all a single root piece at origin.
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daryl
Posts: 190
Joined: 08 Oct 2006, 10:33

Re: Geometry for sharp cliffs example

Post by daryl »

wow!!
great work!!
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The Yak
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Joined: 20 May 2012, 05:36

Re: Geometry for sharp cliffs example

Post by The Yak »

Any updates for this project?
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Geometry for sharp cliffs example

Post by Jools »

It looks nice but isn't the solution very hacky, if it must use units instead of features? I mean, walls are not units...
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smoth
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Re: Geometry for sharp cliffs example

Post by smoth »

has to be units because features cannot receive sharers. Springs shader support code is kinda duct-taped on still
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Jools
XTA Developer
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Re: Geometry for sharp cliffs example

Post by Jools »

Would it be much work to make features be able to receive shaders then? Thinking of the future: like making it right the first time instead of incremental hack that leads to workarounds which then requires more hacks again.
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smoth
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Re: Geometry for sharp cliffs example

Post by smoth »

Ask jk. Spring is a funny bird
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Beherith
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Re: Geometry for sharp cliffs example

Post by Beherith »

Using units works just fine. The only remaining issue with this approach is that all terrain kbots dont like the reeeealy steep cliffs. they tend to catapult over them
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