svenskmand {l Wrote}:The textures I talk about should just be parallel to the floor of the tiles and only be visible from the top. They should be position just a little bit above the tile, and this ordering will also define the precedence for the terrains. But you still only need to do 12 (I was wrong with 16 before) different transitions for each tile type, i.e. 4 edges and 4 corners, that points outwards and 4 corners that points inwards, you do not need 4 edges that point inwards/outwards as you can just use the other edges. So then you need to to 12*n transitions in total for n different types of terrain.
Then using texture splatting will give even more variation, which is always nice
svenskmand {l Wrote}:Please keep in mind that the game is inherently tile based as the player digs and builds on tiles, hence the transitions should not be made too "nice/artistic" as the player should still be able to see where the tiles are.
svenskmand {l Wrote}:I am not sure exactly how you imagine the transitions should look. Do you have examples of what you imagine them to be?
svenskmand {l Wrote}:Also the mappers should only choose which terrain type a tile should have and then the game should do the actual transitions.
svenskmand {l Wrote}:Heh your one of the guys from Galatic Vice! So which of the guys are you? Is it Jon or Bob or someine else?
oln {l Wrote}:Currently the terrain is made using individual tile meshes put next to each other.
oln {l Wrote}:Yep, independent textures.
oln {l Wrote}:The engine does some testing for walls that are being picked down, and switches meshes according to how much they are dug out. (Not sure if it uses direction or not.)
Other than that it's just cube meshes put next to each other.
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