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I know its not game-relevant, but wouldnt it be cool to have a tool that generates polygoncliffs to avoid the texturestretching at extreme steep cliffs? Feature placer wont do it, unless you craft those Features for one-cliff-only yourself.
I dont believe that in cases, like the one on the picture above the leveldesigners sat there and puzzled those cliffs together.. i assume, there are tools similar to the well-known tree-generators, or the citybuilding-generators involved.
Behe allready showed what can be done, with some veins and rocks. So, basically, you take the part of the heightmap that is steep, you generate a polygonmodell, and insert pre-uvwed rocks...
Tool request
Moderator: Moderators
Tool request
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- vlcsnap-2012-01-06-19h00m25s217.png
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- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Tool request
Well some kind of solution for going around the vertical texture stretching would be awesome. Zwzsg uses some magic for his he maps I wonder if that can work for other map's near vertical map surfaces?
Re: Tool request
Very difficult. Especially the mixing between ssmf terrain and the features. ROAM has helped a great deal with texture stretching being more constant. A python script can easily be written to place rocks at an angle, but it will never look as good as you think.
I also tried this with lichen a while back, with mixed results.

I can give you the script used to generate this, if you are interested.
The attached script takes the heightmap in the red channel of the tga, while taking the place where you want lichen in the blue channel. It will auto rotate and place the upright =false feature into the lichenizer export.txt which can be passed as a command line param to mapconv with -k.
Included are the feature defs, textures, s3o for the vines, and the sample .tga file as well as the needed script and dependency (tgalib).
I also tried this with lichen a while back, with mixed results.

I can give you the script used to generate this, if you are interested.
The attached script takes the heightmap in the red channel of the tga, while taking the place where you want lichen in the blue channel. It will auto rotate and place the upright =false feature into the lichenizer export.txt which can be passed as a command line param to mapconv with -k.
Included are the feature defs, textures, s3o for the vines, and the sample .tga file as well as the needed script and dependency (tgalib).
- Attachments
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- lichenizer.7z
- (497.28 KiB) Downloaded 10 times
Re: Tool request
Looks pretty, I like the contrast
Re: Tool request
the day your mum writes code complete and use it
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Tool request
Behe that looks excellent.
But I don't think that solution will work with desert cliffs, or industrial concrete/metal walls.

Re: Tool request
thats getting anoying. Yeah, Behes stuff looks excellent, and its kind of the standard greeting, instead of "Good morning Behe".. "this looks awesum,Behe", instead of "Good evening, Behe" , "Behe, thats brilliant."
Even late at night, when he vomits in front of a pub because he had to much for one man to hold in the head.
"OMG, Behe, shaders on your vomit, so real!"
"I know, read the fucking post!"...
"Nice one, the fluid physix dont eat fps at all!"
"Aaargh!!"
"Come on guys, give the poor Guy som ROAM!"
The tool plants vines on steep cliffs. Yeah, he knows about the limittations, he said so allready. Thanks for the tools behe.
Even late at night, when he vomits in front of a pub because he had to much for one man to hold in the head.
"OMG, Behe, shaders on your vomit, so real!"
"I know, read the fucking post!"...
"Nice one, the fluid physix dont eat fps at all!"
"Aaargh!!"
"Come on guys, give the poor Guy som ROAM!"
The tool plants vines on steep cliffs. Yeah, he knows about the limittations, he said so allready. Thanks for the tools behe.