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huge Seamless world #254080
02/28/09 22:53
02/28/09 22:53
Joined: Jun 2007
Posts: 152
Norway
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Darkyyes Offline OP
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Darkyyes  Offline OP
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Norway
I saw the aum 44. it makes the world "endless" if I want it to, am I right? how is it that if I use different terrains with different "types" one being a huge mounty terrain, one forrest, thats ok for me to make, what I dont understand, is how will these "stitch" together if I create the terrains from different heightmaps, or would I have to make them compatible through med-3dsmax etc?


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: huge Seamless world [Re: Darkyyes] #254215
03/01/09 19:08
03/01/09 19:08
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Baden Württemberg, Germany
i think you have to create the complete world as one, and split it.
Now you make a model/terrain of each part. at the end, it will look seamless together.


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Re: huge Seamless world [Re: Espér] #254228
03/01/09 20:24
03/01/09 20:24
Joined: Jun 2007
Posts: 152
Norway
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Darkyyes Offline OP
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Darkyyes  Offline OP
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Hmm, or I can make serveral terrains and stitch them together but not directly, inbetween them, there would be transition terrains slowly changing or rapidly at some spots, this way I think would be easier and more controllable to which region I am supposed to be in.


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: huge Seamless world [Re: Darkyyes] #254237
03/01/09 21:46
03/01/09 21:46
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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zone mapping.. urgg i had to so that with space game, gave me headaches..

Re: huge Seamless world [Re: MMike] #254244
03/01/09 22:44
03/01/09 22:44
Joined: May 2008
Posts: 301
Oxy Offline
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Oxy  Offline
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You can write a script, wich moves the vertecies of the terrain, and smoothes out the edges.
This way you can creates Terrains wich get aligned by code.

Re: huge Seamless world [Re: Oxy] #254257
03/02/09 03:07
03/02/09 03:07
Joined: Jun 2007
Posts: 152
Norway
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Darkyyes Offline OP
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Darkyyes  Offline OP
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Norway
what would you suggest for large and many different terrains? performance wise, using code to align them would it cost much performance if I use code to align every terrain?


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: huge Seamless world [Re: Darkyyes] #254274
03/02/09 08:27
03/02/09 08:27
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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I'd say that the easiest (and at the same time the fastest) method would be to create a huge heightmap that includes all the terrain pieces, and then split it and create the individual terrains. If you make sure that the bitmap area that is split has the same color (height) on both sides, your terrain pieces will tile seamlessly.

Re: huge Seamless world [Re: George] #254278
03/02/09 09:37
03/02/09 09:37
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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Splitting is the esiest way.

Having some script running over the side vertices of a terrain would work as well, but then you need to have loaded all touching terrains in order to be able to smooth out the vertex positions.

Re: huge Seamless world [Re: FBL] #254393
03/02/09 23:24
03/02/09 23:24
Joined: Jun 2007
Posts: 152
Norway
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Darkyyes Offline OP
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Darkyyes  Offline OP
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Norway
then again, regarding seamless world, should I place my entities and such through lite-c? because it doesnt seem like wed likes too big levels, objects dissapare in the views.


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: huge Seamless world [Re: Darkyyes] #254446
03/03/09 14:39
03/03/09 14:39
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Bucharest, Romania
I use ent_create to create the entities at runtime, keeping their offset in relation to their parent terrain / level piece. I use a while(1) loop for that.


Moderated by  George 

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