![Wink ;)](./images/smilies/icon_wink.gif)
There's been a lot of interest in making large, outdoor worlds with irrlicht, for which bsp's aren't really appropriate. As I myself am interested in worlds like this, I thought I'd make a tool to create them.
As far as I am aware, a large outdoor world is generally implemented as a heightmap - the terrain itself - with some little bits of geometry stuck on top, such as trees or huts or fences or whatever. I'm thinking of the lovely great big islands in Operation Flashpoint - that sort of thing.
Of course, loading a heightmap and then loading tree meshes and repeatedly calling setPosition for each one to build up the level is a pain in the hole, and can't be done WYSIWYG-style. So, the tool I intend to make is essentially a compositing tool, where you can adjust the position of meshes you've made yourself as you might in a 3D modeller, and then export your arrangements to a file which can then be read in and the world you arranged recreated from it.
The idea is:
- you'd create, texture etc all the models which you want in your gameworld as you would any other mesh
- you'd also create your heightmap and the texture(s) you want on it
- you'd then use Outdoor to load the heightmap and meshes and arrange them so that they're all in the right place, and export your arrangements to a file.
- to use it, you'd call a LoadOutdoorFile function (which I would write as well), which will read in the arrangement file and add all the meshes and heightmap and everything into the scene manager, all in the right places - basically doing the exporting stage backwards.
What I'm interested in is:
1) Is this how large outdoor worlds are/can be done?
2) Would this be useful to you?
Cheers