Cliff or overhang?
by Christopher Borger · in Torque Game Engine Advanced · 08/14/2007 (3:23 pm) · 4 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
#2
08/15/2007 (1:46 pm)
Agreed, Atlas is a mesh-based terrain system and theoretically can support those features. However, someone, somewhere, needs to write an importer/exporter for Atlas to something like .3ds or .obj format. That way those kind of features could be modeled in any 3D modeler package.
#3
08/16/2007 (4:10 pm)
Ok...but is is much work to get the dts-shapes (if one choose to model overhangs as dts) to fog "properly"? (e.g. as the surrounding terrain/dif:s)...
#4
You should be able to do a really decent cliff by rotating it 90 degrees though.
Ves
08/26/2007 (6:53 pm)
Have you tried scaleing or ratating a 2nd atlas map?? While heightmaps only work on one axis once the terrian is modeled we can do what we want with it (theoretically). Fooling with it on my own I was able to align atlas terrian 90 deg and run across it, however at some point (in my messing with the terrian) the collisions got mucked up and I couldn't even move. I can say for sure that if you scale a peice of atlas terrian at all it will destroy its collison geometry (this may not be entirely true, I am not sure exactly what happens but you basically fall right through the world if you scale it at all).You should be able to do a really decent cliff by rotating it 90 degrees though.
Ves
Torque 3D Owner J.C. Smith