MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine.

macuser wrote:MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine.
Not sure, I think you mean to say this WILL allow normal maps.
-regards macuser
MaNGusT wrote:No, I meant what I said.![]()
there are no needs to use normal maps on terrain.
is true.P.S. Sorry for my English.
Also, this won't allow to use normal maps in terrain engine.
KukY wrote:In that case, the thing from your sig:is true.P.S. Sorry for my English.

macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?
macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?

macuser wrote:I see, that would be one HUGE normal map. But how would a 4 tri tile help instead of normal map?
Per wrote:I am not sure I understand. Tiles are not one polygon today - they are composed of two triangles (think: everything in Warzone is made out of "pies"). There is still no center point to adjust, but you can "bend" the tile to create nicer surfaces.
Interesting idea!KukY wrote:I think something like this would be enough, only 1 additonal point, but gives additional control over a tile and saves triangles number relative to your suggestion(8:4).
MaNGusT wrote:I suggest to tessellate the grid -> 1 tile = 4 polys = 8 triangles = 9 vertexes.
Olrox wrote:That would make creating maps really painful, unless flaME improves a lot.
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