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Texturing Model based terrain levels (non height map)
#224096
08/28/08 13:25
08/28/08 13:25
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
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Hello people, I've been having trouble with thinking what the best way to make textures for model based terrain levels. I'm mainly working in 3ds max and I hate height maps, I rather have the freedom and model my own levels to add loads of details, cliffs near the shores with no stretching, caves, big mountains that goes straight upwards without angles and alot of stuff. But I can't really think of a way to texture it in 3d gamestudio a7 commercial or get the texture done in 3ds max to 3dgs a7. Now in 3dsmax I would use vertex paint and then render the scene applied with tiled textures on the vertex color information. But how would this work in 3d gamestudio a7? I know there are shaders that allow me to paint rgb + channel colors and then use the shader to apply the tiled texture but it's not fun to UV unwrap a whole terrain mesh besides the tiling wouldn't look good. So does anyone have any ideas on the best way of adding tiled textures to model based terrain which has good blending when two textures meet each other etc? Thanks in advance PS: Example of final fantasy 12 level where they use no height field, can notice from the mountains and stuff, they got good texture tiling and blending and you can clearly see that it is a part of the terrain (i've got the game aswell): youtube link
Last edited by Enduriel; 08/28/08 13:26.
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Re: Texturing Model based terrain levels (non height map)
[Re: Landixus]
#224123
08/28/08 16:47
08/28/08 16:47
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
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And that was what I was NOT asking for :P Thanks anyway.
Last edited by Enduriel; 08/28/08 16:47.
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Re: Texturing Model based terrain levels (non height map)
[Re: Landixus]
#224332
08/29/08 16:57
08/29/08 16:57
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
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Please next time, don't ignore the posts in the thread if your gonna answer, cause what you just said had nothing to do with what I asked.
So your telling me to paint this thing without any UV coordinates and then get it to A7, haha you sound funny man, but if you just use 0,5% of your braincells, u do realise that you cant UV unwrapp a whole model based level.
dsmax has a vertex color tool which paints, but since gamestudio doesn't support it I can't use the vertex color channel to apply multitexture shaders, nor are there any a7 shaders that use vertex color anyway.
I'm asking how to apply multitexture to these kind of levels and not paint them, sigh. I've been using 3dsmax in 7 years now almost and the lack of vertex color in a7 kills model based level.. yet you don't understand that.
Last edited by Enduriel; 08/29/08 16:59.
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Re: Texturing Model based terrain levels (non height map)
[Re: Enduriel]
#224338
08/29/08 17:16
08/29/08 17:16
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Joined: Oct 2004
Posts: 1,655
testDummy
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Collision is speedy, smooth, and error free on such objects (model-based terrain as shown in images)!? Quoting Enduriel. I've been using 3dsmax in 7 years now almost and the lack of vertex color in a7 kills model based level.. A7 has been in development for 7 years!!? Anything else kill model-based levels in A7!? u do realise that you cant UV unwrapp a whole model based level Are seams used with that gizmo (UV unwrap)? Of all the 3DGS export plugins for 3dsmax, how many were written by Conitec?
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Re: Texturing Model based terrain levels (non height map)
[Re: testDummy]
#224340
08/29/08 17:27
08/29/08 17:27
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
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basicly the "i've been using 3dsmax in 7 years was supposed to answer his question about "not knowing how to texture" and the other a7 kills model based levels was supposed to be in another phrase but I typed too fast and you understood it wrong, or you didn't but you just wanted to bash my english, but u seem to like to make fun of people who don't know english very well. Sorry for that but yet that has nothing to do the topic.
And yet who said that I was going to export directly from 3dsmax? If you read my previous posts i've said that I wanted to know exactly how you can achieve texturing model based terrains in a7 in different ways/techniques. Besides exporting from 3dsmax to Ascii does store vertex color, uv maps and animation, and med can import all of these except the vertex color.
Right now the only way is to uwrapp thise whole thing and paint it with rgb and apply a shader, and that seems to be a hell of a job, especially the unwrapping the whole terrain, caves, mountains. etc
Last edited by Enduriel; 08/29/08 17:38.
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