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Medieval Town with Procedurally Generated Forest #210348
06/09/08 23:35
06/09/08 23:35
Joined: Jun 2005
Posts: 39
Australia
S
Static707 Offline OP
Newbie
Static707  Offline OP
Newbie
S

Joined: Jun 2005
Posts: 39
Australia
I have uploaded some of the pictures from a level design concept. It is particularly interesting because it uses a procedurally generated forest. I think it is a fantastic way to craft large forest levels and still have areas of interests, such as towns, castles and ruins. I have attached some screenshots below.

















Last edited by Static707; 06/15/08 03:51.
Re: Medieval Town with Procedurally Generated Forest [Re: Static707] #210355
06/10/08 00:53
06/10/08 00:53
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
looking nice. The only thing im having a issue with is the lack of shading on the landscape. once that is in it will look beautiful.

Re: Medieval Town with Procedurally Generated Forest [Re: lostclimate] #210358
06/10/08 01:43
06/10/08 01:43
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I agree. I am a bit envious of it.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Medieval Town with Procedurally Generated Forest [Re: Nowherebrain] #210391
06/10/08 08:48
06/10/08 08:48
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
shadows are missing

Re: Medieval Town with Procedurally Generated Forest [Re: PadMalcom] #210394
06/10/08 09:13
06/10/08 09:13
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline
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kasimir  Offline
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Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
very nice, but some vegatation (gras) is missing laugh

Re: Medieval Town with Procedurally Generated Forest [Re: kasimir] #210413
06/10/08 13:02
06/10/08 13:02
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
It looks okay, but what is procedually generated? The trees themself? their textures? Or do you just place them at some random positions? If it is the last, it isn´t really new and something which is done a lot. The shading and lighting on your screenshots could be much better smile But sure, it could be much worse wink

Re: Medieval Town with Procedurally Generated Forest [Re: Slin] #210439
06/10/08 16:07
06/10/08 16:07
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
I really like that sort of mideval setting and it looks great wink

But hey, could you edit you post and hit the spacebar after each picture? I felt like i was playing a side scroller trying to view the pictures grin


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Re: Medieval Town with Procedurally Generated Forest [Re: BlueBeast] #211121
06/15/08 03:58
06/15/08 03:58
Joined: Jun 2005
Posts: 39
Australia
S
Static707 Offline OP
Newbie
Static707  Offline OP
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Joined: Jun 2005
Posts: 39
Australia
Slim, you are right. The trees are not procedurally generated, and neither is the terrain. The trees are not simply placed randomly. They are placed, but take into account the position relative to other important features and the slope of the terrain. Without doing this, you often get trees placed on ridiculous slopes, where the underside of the tree can be seen. Obviously they also have randomised pan and size.

Bluebeast – Sorry about the post. I have tried to fix it, but I don’t seem to have the same problem as you on my display.

You will be please to know that I have also change the terrain, tree and object materials so that they work together in how they are shaded.

I have looked into shadows for the forest, but I can not find any soft shadows shaders which can be implemented into a c-script script. As this is the case, I really can’t use stencil shadows due to the issue they cause when the camera moves into them.

Thanks for the feedback everyone.

Re: Medieval Town with Procedurally Generated Forest [Re: Static707] #211187
06/15/08 13:45
06/15/08 13:45
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
Quote:
As this is the case, I really can’t use stencil shadows due to the issue they cause when the camera moves into them.


I think that this problem is solved since 6.50 where conitec changed the algorithm of the stencil shadows. But stencil shadows are to slow for things like this, maybe you should look into the upcoming plugin from Chris3D (look into forum "third party tools").

It looks like a good start, but you should really overwork some things. You could use baked shadows for the fixed environment (like the houses) and normalmapping shaders for the walls of the buildings.

Dark_Samurai


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