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BIG environment --- how to build it? #177437
01/11/08 14:59
01/11/08 14:59
Joined: Dec 2007
Posts: 17
Mare Offline OP
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Mare  Offline OP
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Hi people! I have coded a racing game, but like every game it needs environment Now how would I go about making a huge level for the racing? I have imagined it like a planet Mars, or something like that, a sciencefiction level. So what are solutions for making a very big level? Would it be with the blocks and primitives, or with models, or maybe importing directly in med via those FBX importers?

Thnx in advance!

Re: BIG environment --- how to build it? [Re: Mare] #177438
01/11/08 16:57
01/11/08 16:57
Joined: Dec 2007
Posts: 17
Slovenia
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Joined: Dec 2007
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Slovenia
mars with blocks???

imo, your best bet is a heightmap terrain, as it is fairly easy to make/modify and looks better than blocks (for a terrain).

and if it will be as desolate as mars, you can get away with more detailed terrain...

as for other assets, models will probably look better (most of the time)
its your choice, though..

cheers,
ego

Re: BIG environment --- how to build it? [Re: Ego] #177439
01/11/08 19:05
01/11/08 19:05
Joined: Mar 2003
Posts: 4,264
Wellington
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Dont know what the best method is but I use model environments, saves a lot of build hassels

You need to look at the player being stationary and everything else moving for huge worlds or use Georges method from one of the AUMS 'Unlimited Terrains' or something similar to get an endless environment.

Re: BIG environment --- how to build it? [Re: Nems] #177440
01/12/08 14:07
01/12/08 14:07
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I have done some thinking and I will probably go with the terrains for the background and with models for the check points and details By the way, I have already tried to make a level from models with A6 but it looks like characters get stuck if there are no blocks near them. Have you ever had such a problem? How to solve it, or is it a case with A7?

Re: BIG environment --- how to build it? [Re: Mare] #177441
01/12/08 18:54
01/12/08 18:54
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Depends on your move_mode, c_move or ent_move.
Models need to have their polygon flag set for collisions to work with C_move mode.

Re: BIG environment --- how to build it? [Re: Nems] #177442
01/13/08 19:43
01/13/08 19:43
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I am using phisics, and it looks like theres no such a problem with A7
And as soon I make some progress I'll post some of my work....

Thank you guys


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