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saveus
06-03-2005, 03:48 PM
is it possible to put a texture by elvation in ground have a little problem
with square see this exemple
http://supervision2.filnet.fr/froggy/ftp/images/pb004.png

the red line is elevation limit

next image is ground editor

http://supervision2.filnet.fr/froggy/ftp/images/pb003.png

Windcatcher
06-03-2005, 04:34 PM
Yeah it's a problem with some zones. I started a zone that lies to the south of Veldona (one of my zones on Sourceforge) that has a lot of severe elevation changes. My solution was to create a set of transition textures and use the appropriate one based on the direction of the elevation line in the topographic map. If you go to the OpenZone files section you should see an "OpenZone sample textures" entry with some ZIP files. In there you should find a set of textures that show how I did it. My textures are pretty simplistic, and the idea could be improved dramatically by having a more gradual transition rather than the hard ones I have.

I have some ideas on how to possibly lessen the limitations of the ground editor, but I need to give it some more thought (and I need a lot more free time for it).

KhaN
06-03-2005, 10:29 PM
Hi,

There is nothing you can really do against it, its were OZ show its limits when you use it to make zones, there are few things that could be done to improve OZ and ground edition.
- Make that use can precise the numbers of squares, more squares there will be better would be resolution (for texture, and also, for ground evelation, less rectangular hills).
- Allow OZ to import terrain splatting zones made with modeler of offer a way to make terrain splatting with OZ, latest EQG zones are made with terrain splatting method (as well aq bumpmap and lots of other nice things), but i dont think S3D can handle terrain splatting. For info about terrain splatting (what is used in all games nowdays), check http://www.gamedev.net/reference/articles/article2238.asp. Also, note OZ can already import Ogre Scene (Ogre scene allow terrain splattig and lots of other nice stuff).

Now, what you can really do atm to avoid this problem ? Like WC said, if you make your terrain with OZ, make lots of tiles and place them to have something that look ok, but its long and boring method. What i do, is under 3DSMax, i make my terrain, with all the elevations, when done, i cut it in sections, for example for a beach zone, i will have section for "Underwater - Transition - Sand Beach - Transition - Grass". When done, i apply the UVW on all section and remerge all vertexs.

Regards / KhaN