Game Development Community

Cliff or overhang?

by Tobias Niva · in Torque Game Engine Advanced · 08/14/2007 (3:20 pm) · 2 replies

I'm trying to figure out how to model some cliffs and/or mountain sides with some overhang...

I assume both the terrain engines (legacy/atlas) don't really support this since heightmaps only work on "one axis".

Tried to model my landscape and then make some cliffs and structures out of *.dts shapes (can't really imagine this done in Constructor since BSP has a few "rules" and limitations...).

The problem I ran into, is that *.dts is being fogged in another way than *.dif and terrain - the cliff does not fog at first (darker than surroundings)...and the totally disappears, a bit into the fog).

Is there any one that have done anything similar...or have any creative solutions?!?

/Thanx

#1
08/21/2007 (5:18 am)
Somewhere I saw an Alpha LOD resource. The idea would be to make the object fade when the LOD changes. That should fix this issue.

Colin
#2
08/21/2007 (6:38 am)
William is right.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12332

We used the heck out of this resource even made a simple mod to incorporate other shapebased objects (helps with lots of high poly ai running around)