Complex caves using terrain
by KevinG · in Torque Game Engine · 06/04/2004 (3:38 pm) · 8 replies
Im interested in using 2 terrain objects, one mirrored and flipped, as my level.
I have worked with TV3D and there was a tool that basically took 2 hieght maps and made enclosed terrain objects that resembled outstandingly organic looking caves.
Any info on something similar for TGE?
I have worked with TV3D and there was a tool that basically took 2 hieght maps and made enclosed terrain objects that resembled outstandingly organic looking caves.
Any info on something similar for TGE?
About the author
#2
06/09/2004 (11:38 am)
Will that work Ben? I assume you could raise/lower the terrain of both to make passages. Just curious if anyone has tried this in TGE.
#3
06/09/2004 (11:40 am)
You'd probably have to hack the terrain code a bit, but I think it should be do-able. The hard part would be getting rid of seams.
#4
06/09/2004 (12:37 pm)
The Drakan engine uses multiple heightmaps sometimes inverted to great effect
#5
On that project, as on my new project here, the whole game is played in these totally enclosed cave levels.
If any of you TGExperts feel ambitious...some of the issues we were having in developing the cave factory were:
a seamer tool was needed
the lighting had to be reworked
06/09/2004 (2:31 pm)
Yes, the cave networks and tunnels produced with that method look outstanding. In my last game project we had made a cave factory(with TV3D engine) that managed the height map distances, and yes, it did have a seamer tool that not only welded the outter edges of the terrain objects, but also identified any intersecting of the 2 terrain objects and did a 'remove redundant polies' and welded the new seams. This made for some PHAT underground terrains with stalactites/mites and organic looking columns.On that project, as on my new project here, the whole game is played in these totally enclosed cave levels.
If any of you TGExperts feel ambitious...some of the issues we were having in developing the cave factory were:
a seamer tool was needed
the lighting had to be reworked
#6
06/10/2004 (8:02 am)
Be aware that Torque's heightfield is CLOD, so you can't easily work with it on the polygon level...
#7
Thanks in advance to the bold programmer that trys this.
06/10/2004 (9:55 am)
@Ben-- yup, we wouldnt need to. Just need someone to program it for TGE. Thanks in advance to the bold programmer that trys this.
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