Posted: Sun Jul 01, 2007 7:08 pm
Hey, looking lovely!
monks
monks
So, what's on your mind?
http://www.bundysoft.com/phpBB2/
aaron wrote:I'm still thinkering on the right way to automatically overlay the road texture. I think I may need to add another mask map to the project for custom overlays like roads, building footprints, etc. Anyway, thinking in progress...
vesuvias wrote:An extra overlay makes even more sense to import into atlas though (especially if L3DT modifies geometry based on it). Things like foliage locations, rocks, tree density, etc could be outlined on such a map. You could import the map at load time and populate the world with environmental objects based on that map.
vesuvias wrote:Will it ever be possible to sort of generate all of the maps in a sort of Level of Detail generation style? What I mean is that I'd love to generate a 2Kx2K heightmap that represented my entire world and use the design tool to scope out different parts of it. Then come back and possibly "up" the resolution, perhaps detailing certain sections a bit more.
vesuvias wrote:If I want distance terrian it produces beautiful terrain from a distance but if you walk up to it's unresolute....
...Its seems like l3dt was designed for vast sweeping landscape. Not small localised feature scapes.
vesuvias wrote:The world features seem to be miniature at that res.
aaron wrote:
That's the general idea. My L3DT/Spring plugin already creates a feature map, and uses it to place texture overlays and 'metal patches'. I'll probably do much the same thing, but in a more generalised sense, for a feature map in L3DT. The challenging part is designing it in such a way that users/developers can easily add/modify the overlay effects. I have to do a bit more thinkering there.
aaron wrote:Yes, probably in L3DT 2.6, with the proviso that when you 'up the resolution', you do it across the whole map. Having multi-resolution maps (i.e. different regions at different res) is not yet on the dev plan, in part because it's rather difficult, and in part because I can't think of a 'target' application that supports multi-resolution map import.
aaron wrote:That said, I think you can still get nice FPS-style terrain close-up, but you do need to use high-res heightfields (e.g. ~1m). I think the only other substitute for pixel density (i.e. high-res terrain) is to use procedural geometry displacements in your 3D engine, but that seems to be the harder option.
aaron wrote:Have you tried increasing the 'scale of features' slider in the design map wizard?
The other thing of course is that texture resolution greatly affects the prettiness close-up, and for an FPS I would say that 4x would be the minimum (16x for prettiness). ....