Beginner's Questions about Terrains / Outdoor maps
Beginner's Questions about Terrains / Outdoor maps
Hi there,
I'm kinda new here and want to try to make an 3rd person RPG with Irrlicht and Newton I've been trying for some days and have some questions now:
1. It isn't possible to - for example - create a cave in a mountain with a heightmap, is it? As I understand it the principle of heightmaps doesn't allow this, but I thought I'd ask anyway
[solved, not possible. using heightmaps with mesh hills on it]
2. The old topic: mesh file format... Because I don't think I can use a heightmap for the terrain, what should I use? And any suggestions for the animated player? :/
[solved, .X for animated, .3ds for static if Blender's expoters are gonna make it ]
3. I have the Irrlicht dwarf and a heightmapped terrain working together with Newton, so my dwarf is no longer falling through the landscape But his feet are still below the terrain... How can I fix this? Should I create the player as a ragdoll, so his feet can tilt on the ground!?
Thanks,
Daerst
I'm kinda new here and want to try to make an 3rd person RPG with Irrlicht and Newton I've been trying for some days and have some questions now:
1. It isn't possible to - for example - create a cave in a mountain with a heightmap, is it? As I understand it the principle of heightmaps doesn't allow this, but I thought I'd ask anyway
[solved, not possible. using heightmaps with mesh hills on it]
2. The old topic: mesh file format... Because I don't think I can use a heightmap for the terrain, what should I use? And any suggestions for the animated player? :/
[solved, .X for animated, .3ds for static if Blender's expoters are gonna make it ]
3. I have the Irrlicht dwarf and a heightmapped terrain working together with Newton, so my dwarf is no longer falling through the landscape But his feet are still below the terrain... How can I fix this? Should I create the player as a ragdoll, so his feet can tilt on the ground!?
Thanks,
Daerst
Last edited by Daerst on Tue Sep 25, 2007 9:46 pm, edited 1 time in total.
Okay, I'm game for anything... Is there such a big difference between modelling the whole thing as 3ds for example or using a heightmap? If so, I'd use heightmaps as basic terrains and would just model the hills that got caves or something not possible with heightmaps in Blender. If not, I'd model everything in Blender =) Someone got a clue?
You should be able to create cave with two terrains and height maps. One providing floor, second providing celling. Kind of Cave run demo from Dark Basic. Somebody did something similar and posted in Project forum. Search there. Its maximum few months old.
Also notice that most of the games made things easier by not modeling caves in the same space as main terrain. Just provide gate and once player reach certain area or switch trigger (touching door or entrance) it loads cave scene.
Also notice that most of the games made things easier by not modeling caves in the same space as main terrain. Just provide gate and once player reach certain area or switch trigger (touching door or entrance) it loads cave scene.
Hi there, thx for your answers, helped me quite a lot
When I speak of caves, I basically mean any dimple in a mountain, it may be not worth loading at all... for example it' just a small 20m² cave with only one chest in it - i think there's no other way than modelling the mountain, is it?
Hope you get what I mean, if not I'll make a drawing or screenshot ^^ THX!
When I speak of caves, I basically mean any dimple in a mountain, it may be not worth loading at all... for example it' just a small 20m² cave with only one chest in it - i think there's no other way than modelling the mountain, is it?
Hope you get what I mean, if not I'll make a drawing or screenshot ^^ THX!
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Yeah, that's what I ment. Gotta be hard to have the textures fitting I suppose but it seems to be the only way, so I'll go for it
Btw, anybody got an answer to my question No. 3?
Daerst
Btw, anybody got an answer to my question No. 3?
ThxMyself wrote:3. I have the Irrlicht dwarf and a heightmapped terrain working together with Newton, so my dwarf is no longer falling through the landscape Wink But his feet are still below the terrain... How can I fix this? Should I create the player as a ragdoll, so his feet can tilt on the ground!?
Daerst
Hi there, it's Daerst and his terrain issue again...
I read the "Another quick tutorial: creating terrain in Blender" tutorial (click me) and tried out that terrain... Framerate is ok, made some more detailed terrains myself, think I'm gonna do it that way - but I have two problems:
a) I activated backface culling, but I still can see some backfaces through the mountains.. So if i stand in front of a mountain and look through it, i can see the inside faces of the mountain's other side. How to fix that?
b) If I go above the terrain (if you imagine it as a box, so above the mesh's highest point) the terrain disappears until I enter it's "bounding box" again. Any way to change that?
Tried it as both .x and .obj, same problem. Normals seem to be ok in Blender... I used Omari's latest X-Exporter for .x and the Blender standard Wavefront exporter for .obj.
Thank you!
I read the "Another quick tutorial: creating terrain in Blender" tutorial (click me) and tried out that terrain... Framerate is ok, made some more detailed terrains myself, think I'm gonna do it that way - but I have two problems:
a) I activated backface culling, but I still can see some backfaces through the mountains.. So if i stand in front of a mountain and look through it, i can see the inside faces of the mountain's other side. How to fix that?
b) If I go above the terrain (if you imagine it as a box, so above the mesh's highest point) the terrain disappears until I enter it's "bounding box" again. Any way to change that?
Tried it as both .x and .obj, same problem. Normals seem to be ok in Blender... I used Omari's latest X-Exporter for .x and the Blender standard Wavefront exporter for .obj.
Thank you!
Daerst wrote:Hi there, it's Daerst and his terrain issue again...
I read the "Another quick tutorial: creating terrain in Blender" tutorial (click me) and tried out that terrain... Framerate is ok, made some more detailed terrains myself, think I'm gonna do it that way - but I have two problems:
a) I activated backface culling, but I still can see some backfaces through the mountains.. So if i stand in front of a mountain and look through it, i can see the inside faces of the mountain's other side. How to fix that?
-- You have to make the collison so it dont use the cam for col checking
b) If I go above the terrain (if you imagine it as a box, so above the mesh's highest point) the terrain disappears until I enter it's "bounding box" again. Any way to change that?
-- Not sure what you meen
Tried it as both .x and .obj, same problem. Normals seem to be ok in Blender... I used Omari's latest X-Exporter for .x and the Blender standard Wavefront exporter for .obj.
Thank you!
I don't go through the terrain, i just see the ... Well I made a screenshot, it's hard to explain ^^-- You have to make the collison so it dont use the cam for col checking
I marked it with a red line... there i can't see parts of the faces is should see but the faces that lie behind them Oo
b) When I depart too far from my mesh it vanished, It comes back when I come close again. Got it? ^^
[EDIT: SOLVED] stupid me, i set camera's FarValue to zero XD Face problems also solved that way