That was a very informative tutorial, to say the least. I don't understand many of the PhotoShop terms, but most of it is pretty standard in most high-end graphics suites. I use this method similarly, incorporating textures based on elevation. The problem I'm having is not with the actual height map or texture, it's to do with how the interaction with a terrain works in 3DGS.

I'm quite new to the engine and I've got much to learn about how the general blocks and primitives work with terrain and other entities. I can't seem to get them to cooperate. I've been playing with A6 now for a little over 6 months and I've yet to create one single room with all components working purely as terrain and props with the characters finding their bounding boxes and other limits.

I have a tutorial here based on making large outdoor levels using primitives only. Not one terrain was placed and the level was made up of boxes, cylinders and trapezoids. Textures were implemented on each primitive to make them look like a seamless terrain. I might try this, because there's no need for shadow mapping and the entire level has an even ambience. I will return to making terrain once I understand the dynamics of everything within a level.


Knowledge is a right, wisdom is a choice.