Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
2 registered members (Grant, AndrewAMD), 911 guests, and 9 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
free roam level design #280006
07/20/09 13:33
07/20/09 13:33
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
dont know if this is the right thread but:

what way do you think is bet for creating free roam levels?

-creating the terrain first then detailing it out as you go along?
-create terrain with models?
-create terrain, then sketch out locations and such?
-best way to accomplish 'road' on terrain? painting it on?

...well... basically that's the only idea i have, what do you guys think about this

Last edited by darkinferno; 07/20/09 13:46.
Re: free roam level design [Re: darkinferno] #280597
07/23/09 13:33
07/23/09 13:33
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
bump*

Re: free roam level design [Re: darkinferno] #280642
07/23/09 17:48
07/23/09 17:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
personally I'd start with mapping out either the terrain or streets first (depending of course on the setting) then I'd start working on the different areas.

Re: free roam level design [Re: lostclimate] #280707
07/23/09 21:15
07/23/09 21:15
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
If this is a really large-scaled game with several towns I'd start with the terrain and then build cities where it suits. It's more natural.

For cities I'd start with the center with big office complex and stuff and then add suburbs.


Follow me on twitter
Re: free roam level design [Re: mk_1] #280713
07/23/09 22:13
07/23/09 22:13
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: mk_1
If this is a really large-scaled game with several towns I'd start with the terrain and then build cities where it suits. It's more natural.


when/if you do this keep in mind terrain height diffrences, granted large diffrences will be obvious (cant easily build a city on the slope of a mountain)
but if your strip of land for a street goes a distace (let's say 100 quants) and your street model is perfectly straight, and pretty flat, even a height of 5 quants will cause your terrain to just up though the concrete. there are a few solutions, the one I usually use is just to make the streets first then make the terrain around the streets.

Re: free roam level design [Re: lostclimate] #280741
07/24/09 01:34
07/24/09 01:34
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline
Member
Jaeger  Offline
Member
J

Joined: May 2009
Posts: 258
Chicago
I had a similar thread about what 3rd party world editor we could use for our project. We've got to reconstruct (in pieces), the better part of North Africa, including many towns and large cities. I've already built the better part of Libya (terrain only) from space shuttle radar relief mapping. But an efficient way of building streets, roads, and rivers is yet to be found. Crysis has that "spline" tool, and various other tools for terrain manipulation that I wish A7 had. I heard GED is supposed to have the painting tools, but it would be nice to have better terrain tools too. I hope we can find something. I've read that you CAN get a license for the world editor of Crysis, but not sure how well it could work in tandem with A7. Hopefully you can export the terrain, textures, and objects the way you built it. smirk


Moderated by  checkbutton, mk_1 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1