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Self adjusting pavement? #257683
03/24/09 21:00
03/24/09 21:00
Joined: Apr 2003
Posts: 10
Netherlands
A
asu Offline OP
Newbie
asu  Offline OP
Newbie
A

Joined: Apr 2003
Posts: 10
Netherlands
As you may know I am reconstructing a 17th century Dutch town. For our country a special city because it's situated on a hill.
In my level I have a terrain with a heigth-map (hmp).
Everything on the ground (pastures, pavements, roads, etc) should follow this terrain.
I tried adding specific textures for them to the skin of the hmp, using the MED. But the result had too low resolution to be useful. Is there a way to add detailed textures (cobblestones) to a skin with sufficient resolution?

A second question is from one of the graduate students helping me out. Can I define an action for a pavement object, so that the object itself follows the contours of the heigthmap? Look at this example. I would like to be able to define the object to contain multiple thicknesses (sidewalk!)



Last edited by asu; 03/25/09 18:29.



- Arne
Extra v7.06
Re: Self adjusting pavement? [Re: asu] #257703
03/25/09 00:39
03/25/09 00:39
Joined: Mar 2009
Posts: 5
Orlando, FL
J
JMichalc Offline
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JMichalc  Offline
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J

Joined: Mar 2009
Posts: 5
Orlando, FL
If you wanted to add high-quality details, you could use Sprites instead (Look at workshop 20 in the Gamestudio tutorial). Notice the fliers on the wooden fence... they are not part of the fence's texture but are images that are rendered on top of the model.

Your link in the second question didn't open for me, so I'm not much help there.

Re: Self adjusting pavement? [Re: JMichalc] #257824
03/25/09 18:38
03/25/09 18:38
Joined: Apr 2003
Posts: 10
Netherlands
A
asu Offline OP
Newbie
asu  Offline OP
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A

Joined: Apr 2003
Posts: 10
Netherlands
Thanks for your tip, I'll go into it and try.
On the other hand I would like to add those details to the skin of the heigthmap itself...

I fixed the link in the second question.

(somehow I can't get the img-tag working in my posts)
[img]http://www.stadrhenen.nl/beeldbank/main.php?g2_view=core.DownloadItem&g2_itemId=902&g2_serialNumber=1[/img]




- Arne
Extra v7.06
Re: Self adjusting pavement? [Re: asu] #257838
03/25/09 20:53
03/25/09 20:53
Joined: Mar 2009
Posts: 5
Orlando, FL
J
JMichalc Offline
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JMichalc  Offline
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J

Joined: Mar 2009
Posts: 5
Orlando, FL
My recommendation then would be to "chunk" the terrain; take your current terrain and divide it up into several parts. I suspect the reason your texture looks low res is that the model is too big for the texture.

I'm not much use on the sidewalk bit though... I suppose you could edit the height-map on your terrain to make a sidewalk above the terrain, but it wouldn't be an object in that case.

(Edit) I should probably explain chunking better:
Say your terrain is 1024x1024 and the texture is 512x512. Your texture is being stretched to double its size. If you divided the terrain into 4 chunks, each chunk would be 512x512. You would seperate the terrain into 4 parts too, but each part would continue to be 512x512, so now the image isn't being stretched.

Last edited by JMichalc; 03/25/09 20:57.
Re: Self adjusting pavement? [Re: JMichalc] #257840
03/25/09 21:02
03/25/09 21:02
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Does anyone know, for asu's information, IF entity-decals can be created IN WED?
Because if ent-decals were used as road-sections, they would follow the terrain.
(or can sprites "deform" themselves to "fit" the terrain in some way too?)


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