Terrains

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Terrains

Post by B@z »

Hi!
Sorry for opening a new topic, but i haven't got answer yet.
So my question is: how should i make terrain in my game?
when i asked that question, everybody told me to use arras' tiled terrain.
BUT it's impossible to use multitexture with it.
There isn't any game which has only one color in a huge terrain...
if use tiled terrain, then how should i make it feel like its multitextured?

and i searched a lot, but didnt find working terrain engine here...

i thought about loading terrain as a mesh, but wouldn't it drop my frame rate?
i really dont know what to do so please help :(
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

this

Post by 3DModelerMan »

Make your hightmap regular sized in your terrain editor, then open photoshop and resize it to 128 X 128, load it in irrlicht and scale it.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

if it's just about heightmaps then i don't have problem.
My problem is the multitexturing.
there isn't any game where you can only one texture in the floor! for example the same grass... its impossible.
even if it's grass, there should be rocks, road, a little sand or something..
how do i do that?
paooolino
Posts: 50
Joined: Wed Dec 21, 2005 12:17 pm
Location: Brescia, Italy
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Post by paooolino »

You could subdivide your terrain in big sectors - each of them is a mesh. You could model your terrain with a modeling software, like blender, and apply how many textures you want in the places you want. Then save the model in any suitable 3d format (like .OBJ) and load into irrlicht ;-)
hessiess
Posts: 47
Joined: Wed Mar 12, 2008 8:39 pm

Post by hessiess »

ether have one huge mesh, or a number of smaller meshes combined with an algorithm to merge veracities the further you get from the camera. alternatly you could wright your own hight map displacement terrain node with multi texturing...
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

well i'm not skilled enough to write my own height map displacement node... xD

my areas wouldn't be so large so i was thinking about to model it, but wouldn't it lose my fps?
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