Landscape Choices

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
User avatar
Greed
Gnoblar
Posts: 11
Joined: Mon May 09, 2005 9:51 pm
Location: Montreal

Landscape Choices

Post by Greed »

We're pondering whether to use a mesh or an heightmap generated landscape. Anyone else had that dilema before?

IMO all mesh can be done in max and exported as a .scene file. Buildings, trees, Land surface, ect...(Doing the most possible steps in max would be great because it cuts down on the compatibility/scaling/timing/cost issues)

I've looked up freeworld3d and eventhough it looks like a decent world editor, lack of instruction whatsoever (Correct me if i'm wrong!) and the fact that you can't scale (1m = 1m) the generated terrain means that you need to scale all the meshes you import and god knows that riggued animations hate being scaled.

Any other not too expansive world editors worth looking up out there?

On the other hand, using heightmaps, how would we position all our meshes for trees and stuff? Randomly on a "tree bitmap" applied to the landscape? Thats not so great gameplay wise if line of sight, cover and space occupations are concepts in your game. What about buildings? I understand its faster to render....

Also ive seen some fancy shaders to splatter textures unto landscapes, but for the art guy, what's to be done? Diffuse textures, Heightmap to rule where grass finishes and rock starts, alpha maps for roads....yea?

Oh! yea any reference material/tutorials would be great!

Well that's a start! 8)
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
Greed
Gnoblar
Posts: 11
Joined: Mon May 09, 2005 9:51 pm
Location: Montreal

Vertex paint

Post by Greed »

Thanks Jacmoe, that helped.

I did read that before but then again I read so much stuff on ogre and others that things gets mixed up sometimes.

How many layers of vertex paint can Ogre support on a landscape?

And if the answer is one, how do I get dirt, rock, grass, sand, road, river bed, ect.. all togheter on a landscape using max?

Patches of polys with opacity?
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

If you are using Blender (and who wouldn't, with all those importers/exporters et. al. being developed now), you can use the "truedisplace" script to deform a mesh using a heightmap image.
I suppose you can go ahead and place different meshes in Blender, export the whole lot to dotscene, export the meshes and load it into Ogre, using the same heightmap image you used in Blender... :wink:

http://www.ogre3d.org/phpBB2/viewtopic. ... +heightmap
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: Vertex paint

Post by jacmoe »

Greed wrote:how do I get dirt, rock, grass, sand, road, river bed, ect.. all togheter on a landscape using max?
This thread is pretty interesting, no? ->
http://www.ogre3d.org/phpBB2/viewtopic. ... &start=200
If you cannot wait, you can probably use multiple textures, blending them appropriately.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Post Reply