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Re: What are you working on? [Re: oliver2s] #433666
12/04/13 08:58
12/04/13 08:58
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MasterQ32 Offline
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MasterQ32  Offline
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No, those are a 33x33 terrains, stitched together.
My next steps will be improved tree rendering, (i got some nice "instancing" ideads wink )
automatic multitexturing, maybe depending on slope and terrain type


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #433667
12/04/13 09:06
12/04/13 09:06
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Yesterday I've implemented also a new instancing idea for vegetation in my editor. The previous one I used (baking models together) was really fast, but increased nexus too much, because every single terrain tile had it's own, unique baked entity.

Re: What are you working on? [Re: oliver2s] #433687
12/04/13 13:55
12/04/13 13:55
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Budapest
sivan Offline
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good to hear you find out great workarounds really missing from the engine features.

if there is an interest I could add to my editor auto multitexturing based on height and slope data, which are available at the moment so it would be fast. next edition is almost ready I just have to add a new simple free camera mode, and to remove some unused/unnecessary data related to RTS AI.

...what I have ever wanted to check is the scripts of the extra terrain toolset of unity 3, I don't know it is still okay with unity 4. it contained some random terrain heightmap generation and nice simulation of different kind of erosions afterwards.


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Re: What are you working on? [Re: sivan] #433694
12/04/13 14:31
12/04/13 14:31
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gri Offline
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hi,

you mean something like snow at a certain height and rock on a vertical plane ?


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #433704
12/04/13 19:19
12/04/13 19:19
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Budapest
sivan Offline
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yes, it is not difficult to auto generate. just set up a few height dependent textures with min-max intervals: underwater, seashore, grass, high mountain grass, and a slope dependent cliff texture that overrides the previous ones.
or assign to the brush height or slope limit parameters, and pixels are modified only if values are within boundaries.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #433745
12/05/13 23:15
12/05/13 23:15
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MasterQ32 Offline
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MasterQ32  Offline
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Improved my terrain generation algorithm:


Added a custom terrain shader for multitexturing based on slope and vertex data:


Another two images:
Image 02
Image 03

Last edited by MasterQ32; 12/06/13 00:35. Reason: Added two more images

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Re: What are you working on? [Re: MasterQ32] #433753
12/06/13 08:52
12/06/13 08:52
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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The shader based on slope data looks really nice. The terrain generation looks not really realistic. Looks like Perlin Noise? Maybe you could try an Erosion Algorithm?

Re: What are you working on? [Re: oliver2s] #433760
12/06/13 12:50
12/06/13 12:50
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MasterQ32 Offline
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MasterQ32  Offline
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Yeah, it's just perlin noise right now. I have to look into more advanced techniques like erosion and so on.
But i think i got the texturing pretty good. It doesn't look like it repeats every two meters, but in fact, the texture does tongue


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Re: What are you working on? [Re: MasterQ32] #433971
12/09/13 20:50
12/09/13 20:50
Joined: Aug 2002
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Mainz
oliver2s Offline
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Mainz
Inspired by the idea of an erosion terrain generator, I'm working on a Voronoi heightmap generation script. Works very good so far. Needs some small improvements, then I post it in Lite-C Contribution forum.

EDIT: this paper explains erosion terrain generation very well: http://oddlabs.com/download/terrain_generation.pdf

EDIT2: made a contribution of this: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=433972#Post433972


Last edited by oliver2s; 12/09/13 21:13.
Re: What are you working on? [Re: oliver2s] #434017
12/10/13 19:42
12/10/13 19:42
Joined: Nov 2007
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MasterQ32 Offline
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MasterQ32  Offline
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Some actual game project:

Last edited by MasterQ32; 12/10/13 22:08. Reason: Updated image

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