Easier Terrain

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby ihsan » Sat Dec 15, 2007 6:33 pm

TVR wrote:If you were to make all terrain brushes detail, you may as well not compile the -vis phase.

I prefer to use a combination of FATE, EasyGen, Nemesis' Terrain Generator, and GTKgensurf when I find it; but then again, these are all Windows/Linux only.


AFAIK, none of these can fold beyond 90 degrees as i have done in the demo. None on these can, for example make a cave.
ihsan
Alien trapper
 
Posts: 305
Joined: Fri Mar 03, 2006 3:33 pm
Location: Trinidad (Where Obama met Chavez)

Postby TVR » Sat Dec 15, 2007 6:37 pm

Technically, that wouldn't be terrain, it would be an interior... Blender isn't completely the method to use, EasyGen is to be used for texturing with more than one texture.
TVR
Alien trapper
 
Posts: 404
Joined: Fri Jun 01, 2007 12:56 am

Postby torus » Sat Dec 15, 2007 9:10 pm

Or, you could just use an .ase model, and it would be much smoother, and you wouldn't hit the max_map_vis. Just look at what can be done with Brokenworld or Silvion. You also have much more flexibility with the UV map.
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby TVR » Sat Dec 15, 2007 9:54 pm

Speaking from a Q3 engine perspective, you'd want to use easygen to generate a metashader for texture-blending.

Speaking from the Darkplaces' perspective, you'd use easygen to smooth the height map, then import it into GTKgensurf for decimation, and auto-hinting.

From any perspective, phong shading + vis calculation is still a must for terrain.
TVR
Alien trapper
 
Posts: 404
Joined: Fri Jun 01, 2007 12:56 am

Previous

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron