MaNGusT wrote:
I think that this discussion should be moved to the separate topic.
Why? It's about the terrain, after all.
We should end this discussion, and not continue it.
The problem is that if you include lighting effects (for fake relief) on the diffuse map, only one side of the cliffs will look right, and the opposite one will look upside-down. What I think abut the normal map is that we can then simulate crevasses, cracks, shrubs, weeds and this kind of thing, into the flat terrain.
Olrox wrote:What I think abut the normal map is that we can then simulate crevasses, cracks, shrubs, weeds and this kind of thing, into the flat terrain.
Yeah, but we forgot about performance. I don't, will it cause massive lags or not.
I've found the way to solve the rotation problem with a cliffs.
How we can see at this picture, cliffs have the one structure at the bottom and the different structure at the top. This means we can use a two different textures depending on how high our cliff. for example, if we have 1 "level" cliff(1 tile height) engine will use only bottom texture but if we have 2 level cliff then engine will use the bottom texture for the 1st level and the top texture for the 2nd level of a cliff.
Does this sounds good?
EDIT:
No, this sounds bad. We will have the same problem with rotation but with a 2 textures.
EDIT2:
have found another way to solve this problem.
Engine will rotate a texture but texture on the angles of a cliffs will be blended to hide the transition between 2 rotated textures.
Last edited by Zarel on 22 Mar 2010, 05:32, edited 2 times in total.
Reason:removed red text - red is reserved for moderator actions
The second one would be better if the wider lines are made more sharp, the are too blurry right now.
Hmm, I'm still thinking about why aren't the cliffs made the same way as roads: it'd be much simpler.
can anyone tell me if there's a reason? I shall stop mentioning that immediately if I get to know the reasons.
Olrox wrote:The second one would be better if the wider lines are made more sharp, the are too blurry right now.
Hmm, I'm still thinking about why aren't the cliffs made the same way as roads: it'd be much simpler.
can anyone tell me if there's a reason? I shall stop mentioning that immediately if I get to know the reasons.
I told you. In v2.3(and older) cliffs are made the same way as roads - tileset system.
Questions: 1.What IS the correct size- 256 x 256 2.HOW do I make it animated (is it an animated GIF?) - the texture is translated along the 3d ingame surface to simulate movement
However this image was just to see if you guys liked it and wanted a "full" texture. BTW I like your new "avatar" image