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Map Coagulation Marsh 0.2

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Date Editor Before After
9/5/2014 9:01:50 AMEErankAdminAnarchid before revert after revert
9/5/2014 8:55:02 AMEErankAdminAnarchid before revert after revert
Before After
1 My approach is a little more sophisticated byt yeah, that's the grit of it. You sculpt a 3d, mesh and the pixels come out to match it. 1 My approach is a little more sophisticated byt yeah, that's the grit of it. You sculpt a 3d mesh, and the pixels come out to match it.
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3 The actual diffuse terrain texture comes from a procedural Cycles material and is based on incline (Z normal) and altitude of each vertex. 3 The actual diffuse terrain texture comes from a procedural Cycles material and is based on incline (Z normal) and altitude of each vertex.
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5 For terrain and Spring, an extra care had to be taken to properly calculate the x/y/z aspects of the map, e.g. so that it appears as tall in game as it does in Blender. In this case, it's a 12x12 map with -50 to +200 heights, mapping between 0.0 and 1.0 blender units and being (iirc) 16 BU wide. There still remained some imperfections so i had to adjust the altitude by 5-6 elmo in map's config file. 5 For terrain and Spring, an extra care had to be taken to properly calculate the x/y/z aspects of the map, e.g. so that it appears as tall in game as it does in Blender. In this case, it's a 12x12 map with -50 to +200 heights, mapping between 0.0 and 1.0 blender units and being (iirc) 16 BU wide. There still remained some imperfections so i had to adjust the altitude by 5-6 elmo in map's config file.
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7 Here's the [url=https://dl.dropboxusercontent.com/u/19320633/coagulation.zip].blend[/url] (actually for an unreleased version). 7 Here's the [url=https://dl.dropboxusercontent.com/u/19320633/coagulation.zip].blend[/url] (actually for an unreleased version).
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9 There are three materials in that file, a heightmap (for obvious purposes), a diffuse (also obvious) and an "attribmap" that could be later used for splat textures, terrain types, and so far i've mostly been using it to map traversability, e.g. for visual representation when those fords are exactly depth 5, so they slow land units very little while still allowing ships to pass. 9 There are three materials in that file, a heightmap (for obvious purposes), a diffuse (also obvious) and an "attribmap" that could be later used for splat textures, terrain types, and so far i've mostly been using it to map traversability, e.g. for visual representation when those fords are exactly depth 5, so they slow land units very little while still allowing ships to pass.
10 \n 10 \n
11 The diffuse would come out at 6000+ pixels, so you might require a "render regions" plugin to not cause hilarious ram excess when rendering that. 11 The diffuse would come out at 6000+ pixels, so you might require a "render regions" plugin to not cause hilarious ram excess when rendering that.
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