What to use for complicated environments

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timmymorris91
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What to use for complicated environments

Post by timmymorris91 »

Just wondering,

Has anyone played the game Command & Conquer Renegade.
This is a game I am trying to recreate with Irrlicht.
I was wondering what type of mesh you should use for complicated
terrain such as cliffs, mountains, etc since you cant have holes in terrain
for caves and stuff.

Should I use the terrain in irrlicht or create my own mesh and import it into the scene.

By the way, when I use terrain in Irrlicht with Direct3d,
I get random faces in the terrain that dont get rendered. It always leaves
a few open spots in the terrain

[sarcasm]GREAT EFFECT FOR A GAME, ENHANCES GAME PLAY[/sarcasm]
rogerborg
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Post by rogerborg »

Can you post a comprehensive bug report for that behaviour please.
Please upload candidate patches to the tracker.
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hybrid
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Post by hybrid »

Two known traps to be checked first, in order to rule out typical user failures: heightmaps should be 129x129 pixel and your gfx HW driver should be a pretty recent one!
fabs
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Post by fabs »

And as for what he's asking about, just manually create the entire mesh in blender or something. Forget terrains for cliffs and caves.
leebojammin
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Post by leebojammin »

fabs wrote:And as for what he's asking about, just manually create the entire mesh in blender or something. Forget terrains for cliffs and caves.
Why should he forget about cliffs and caves, I mean for some people those are prerequisite for their game.

What a strange comment.

thx
leebo
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Post by Acki »

leebojammin wrote:
fabs wrote:And as for what he's asking about, just manually create the entire mesh in blender or something. Forget terrains for cliffs and caves.
Why should he forget about cliffs and caves, I mean for some people those are prerequisite for their game.

What a strange comment.

thx
leebo
he means "forget about the terrain node" for doing such stuff... ;)
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