Geometry for sharp cliffs example
Moderator: Moderators
Re: Geometry for sharp cliffs example
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.
Re: Geometry for sharp cliffs example
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?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.
Re: Geometry for sharp cliffs example
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.BaNa wrote: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?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.
Re: Geometry for sharp cliffs example
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.
Re: Geometry for sharp cliffs example

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.
Re: Geometry for sharp cliffs example
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.Now trying to not blow up my brain by thinking of a sane procedural texturing scheme for it.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Geometry for sharp cliffs example
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.
Re: Geometry for sharp cliffs example
Their piece origons are at 0,0 then translated yes
Re: Geometry for sharp cliffs example
Thats ok, since they are all a single root piece at origin.
Re: Geometry for sharp cliffs example
wow!!
great work!!
great work!!
Re: Geometry for sharp cliffs example
Any updates for this project?
Re: Geometry for sharp cliffs example
It looks nice but isn't the solution very hacky, if it must use units instead of features? I mean, walls are not units...
Re: Geometry for sharp cliffs example
has to be units because features cannot receive sharers. Springs shader support code is kinda duct-taped on still
Re: Geometry for sharp cliffs example
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.
Re: Geometry for sharp cliffs example
Ask jk. Spring is a funny bird
Re: Geometry for sharp cliffs example
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