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Modify terrain Field by Field #371633
05/23/11 14:56
05/23/11 14:56
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
hi there..

I´m working on a Dungeon Keeper Kit..
FOr the moment, i created my levels out of thousands of block models. That kills the performance..

My new plan is 1 plane model, with 60x60 seperated fields on it.

What I need now:
The plane is created with Wings3D, like this (just with more polygons per field to make walls smoother):


I need a method, to select each vertice around a field, to manipulate it:


Like you see, i want to dig a field into the grid.

Problem now: if i want to build a room into it, i need to select the vertices around the field + the ones between the new field and the last field (so no wall stays between them):



Has someone an idea how to do such a thing?


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Modify terrain Field by Field [Re: Espér] #371637
05/23/11 15:43
05/23/11 15:43
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Posts: 2,568
Germany, BW, Stuttgart


Visit my site: www.masterq32.de
Re: Modify terrain Field by Field [Re: MasterQ32] #371642
05/23/11 16:03
05/23/11 16:03
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
the problem is..

I can use single models for each part of the map.. that would make 3600 models just for the walls/floor/roof..

TOO MUCH.. cause heroes, monsters, Levelobjects, Water, lava.. will be added too.


AAAAND.. i donßt want that look, when every block has the same texture.. that looks to much tiled.. i want the whole plane look as 1 textured plane...


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Modify terrain Field by Field [Re: Espér] #371643
05/23/11 16:44
05/23/11 16:44
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Originally Posted By: Espér

AAAAND.. i donßt want that look, when every block has the same texture.. that looks to much tiled.. i want the whole plane look as 1 textured plane...


you can do that...
it's possible


Visit my site: www.masterq32.de
Re: Modify terrain Field by Field [Re: Espér] #371644
05/23/11 16:46
05/23/11 16:46
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline
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Alessandro  Offline
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Posts: 130
Italy
If you have a lot of objects, you need to divide your scenario in chunks. Then you need to make some functions to load/unload (create/destroy) the objects while the player moves on the ground.

Re: Modify terrain Field by Field [Re: Alessandro] #371645
05/23/11 17:06
05/23/11 17:06
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
It´s Dungeon keeper.. there´re 90 monsters, 90 heroes.. and all do actions paralell.. So they need to interact with walls too..

So.. if you know a way to use single models for each wall/floor/roof of the level, with full interacting of all Units without performance lose.. i´m listening..

Last edited by Espér; 05/23/11 17:15.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Modify terrain Field by Field [Re: Espér] #371660
05/23/11 22:28
05/23/11 22:28
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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Joined: Jul 2008
Posts: 1,178
England
I have one idea,

Store each vertex into an array so your array will be something like
world[60][60][4] using ent_getvertex or vec_for_ent and use the array to control all the positions,

It'd be a task I'd like to try and maybe a project I'd join

Re: Modify terrain Field by Field [Re: MrGuest] #371705
05/24/11 14:24
05/24/11 14:24
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany


hi esper


I did the same a year ago. I was working on an Dungeon Keeper Klon too.

With Terraforming I hoped to solve this problem like you.

If you intrested I could search for a codestrip of this days.

But ! I ran in 2 Problems with that.

1. the vertical walls are not fully 90 Degrees because the restrictions of terrain

2. the Texture is gettn streched on vertical walls

My Idea was to set little blocks along the wall for a professional look.
But I cancelled the project.


,
gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Modify terrain Field by Field [Re: gri] #371715
05/24/11 16:01
05/24/11 16:01
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
getting vertical walls is easy.. just giving each field a frame (so each corner has 2 vertex instead of 1 per corner).

With the texture.. terrain Shader (hummel is a god.. i think he can make it!) + Decals and models for the brick-walls.


The problem with single blocks, and i don´t know a way to solve that, is that every roof looks the same (tiled)... and flat (see here:>> click me for Screenshot <<

While a terrain can have grater tiled textures over the complete plane, and can have a waved surface instead of just a flat plane.
The problem will be, to make the vertical walls more rocky.

Last edited by Espér; 05/24/11 16:54.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<

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