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
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
About the author
Graphics Artist @ www.gimbalgames.se
#2
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)
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)
Torque Owner William Freeman
Colin