Terrain textures, collision problems etc. from newbie

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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silli
Posts: 3
Joined: Fri Apr 10, 2009 7:18 pm

Terrain textures, collision problems etc. from newbie

Post by silli »

Ive been playing with Irrlicht since yesterday. So far Irrlich has been great :) Beats other 3D engines easily.

I have few questions and would like to ask them here.

Im planning to make 3D RPG (pretty much WoW-like, but in singleplayer) with my friend.

What would be the best bet on making the world? Generating terrain with heightmaps and then adding buildings on it?

How would I go making collision detection for everything, I need collision detection between all the objects (buildings, trees etc.) and terrain with player. That would be huge mess of selectors, wouldnt it?

Any solutions?

Another question is, is it possible to have texture changing in one generated terrain? I generate terrain with heightmap and place texture on it. Now its only huge area of plain sand. It seems a bit boring. Is it possible to place multiple textures on the same generated terrain? :/
Like a terrain with half of sand and half of grass. And how would I go creating roads. You know theyre often a bit different (lighter color) than the other terrain. Is that possible?

Or would I go generating few terrains in sides of each other and then placing textures on them?
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

hey

yeah for big worlds, i can suggest arras' tiled terrain. search around in the project annonuncement section.

for collision detection use meta triangle selector, so it will be only one big selector ;)

for multiple textures, there are some code around the forum, called texture blending, or terrain multitexturing or something like this.
but it only supports around 3 textures..
i guess you should use one BIG texture (i mean 1024x1024 or bigger), for the sand/grass and so on. for roads you cna use multitexturing.
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