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big ass island terrain?

Posted: Fri Sep 21, 2007 6:39 am
by leilei
What's the best way to make a nice big (32768-/+, darkplaces) terrainy island? (i don't need it too detailed, just big)

I tried to import my .ASE model and it didn't import at all in compiling. Weird.

p.s. i don't use any radiant lol

p.p.s. light compiling is unneccessary for what I want to do

Re: big ass island terrain?

Posted: Fri Sep 21, 2007 12:19 pm
by o'dium
It depends what Darkplaces has, code wise...?

You may be better off not using Darkplaces? It sounds a lot like you don't want it to be playable, just get a map working for various reasons. In that case you have two options.

1) Use Quake 3, make terrain the old fashioned way, but have it be ugly as sin for the most part and blend like a bitch. It also uses way to many brushes.

-or-

2) Use Doom 3(And maybe darkplaces if it has it), and use models that vertex blend. Harder to do, but the limit is what you can model, meaning that an island is possible, and would look amazing.

Re: big ass island terrain?

Posted: Fri Sep 21, 2007 2:19 pm
by Kaz
Dunno, if you spend a good amount of time just monkeying around with trisoup + plant/rock models you could make an amazing looking island in DP. Just harass lh and ask him about what sort of blending options are available to you

ps u suk

Re: big ass island terrain?

Posted: Fri Sep 21, 2007 4:03 pm
by Kat
noobs!! :p hehe

@ leilei : what sort of formats does the DS engine support? I'm guessing you're using Blender to output the ASE files so the problem's not going to be Blender or the ASE file (unless you messed up somewhere - which I doubt).

What might be the problem is the physical size of the model so see if there are any physical limitations on that (keep in mind the boundingbox based rendering/drawing). If there are, just break the mesh into smaller sections and try those, if you're clever with the design you'll be able to hide seams somewhat in folds in the mesh.

Hit me up on MSN when you can (you have me addy I know)

Re: big ass island terrain?

Posted: Sat Sep 22, 2007 8:43 pm
by leilei
I edited your post.
This is not the place for flames.
If this isn't clear, feel free to PM me.
-pjw

Kat wrote:what sort of formats does the DS engine support?
q1bsp -ick
q3bsp
hlbsp -ick
superhmapq1bsp - ick

mdl
md2
md3
psk
dpm
zym
Bounding collision is done with qc-coded bounding boxes only. Only per-poly collision can be done with tracelines.

Also there is no support for vertex blended terrain texture. The design of my terrain would be more akin to Halo than just straight heightmaps

Re: big ass island terrain?

Posted: Sun Sep 23, 2007 2:21 pm
by o'dium
I edited your post.
This is not the place for flames.
If this isn't clear, feel free to PM me.
-pjw

Re: big ass island terrain?

Posted: Tue Sep 25, 2007 7:35 pm
by Kat
q1bsp -ick
q3bsp
hlbsp -ick
superhmapq1bsp - ick

mdl
md2
md3
psk
dpm
zym
Bounding collision is done with qc-coded bounding boxes only. Only per-poly collision can be done with tracelines.

Also there is no support for vertex blended terrain texture. The design of my terrain would be more akin to Halo than just straight heightmaps
That's going to be a tough one to sort out. Your best path is to try and convert the models into brushwork within a Q3BSP so that means trying to use 'inline'(?) which presents it's own problems with w accuracy of vertex placement within the DP engine... you will likely get a decent Q3bsp but may encounter problems with vertexes shifting about in DP.

The only other thing to do would be to use 'traditional' brushbased terrain and 3pt clipping (which is time consuming as you know)