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 » 09 Jun 2014, 12:55

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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Re: Geometry for sharp cliffs example

Post by BaNa » 09 Jun 2014, 13:35

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
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Re: Geometry for sharp cliffs example

Post by jK » 10 Jun 2014, 09:42

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 » 10 Jun 2014, 13:28

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 » 14 Jun 2014, 15:29

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 » 15 Jun 2014, 21:23

Whew, got procedural wall texturing:

Image

Image
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Anarchid
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Re: Geometry for sharp cliffs example

Post by Anarchid » 16 Jun 2014, 12:18

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 » 16 Jun 2014, 20:01

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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Re: Geometry for sharp cliffs example

Post by smoth » 16 Jun 2014, 21:11

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 » 16 Jun 2014, 21:52

Thats ok, since they are all a single root piece at origin.
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daryl
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Re: Geometry for sharp cliffs example

Post by daryl » 19 Jun 2014, 06:58

wow!!
great work!!
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The Yak
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Re: Geometry for sharp cliffs example

Post by The Yak » 18 Sep 2014, 21:48

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 » 19 Sep 2014, 01:56

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 » 19 Sep 2014, 02:13

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

Post by Jools » 19 Sep 2014, 02:32

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 » 19 Sep 2014, 03:08

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 » 19 Sep 2014, 08:34

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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