by randall » Feb 9, 2003 @ 3:37am
I am always a little more harsh on Robotbeat than I should be. Thats just the way our relationship goes, as sick and twisted as it sounds. Still, his input has been taken seriously, regardless what I actully spew out in the forums.
The heightmap had been brought up quite a while ago. Before the summit if I remember right. Logically, that is the BEST way to create an outdoor terrain mesh; I only wish this system was in place when I created the massive map I have now. However, innaccuracies will happen, and some areas may look weird because the edges are turned the wrong way. Thats what testing and refinement is for.
It still doesn't resolve the issue of UV rotation, vertex color, and surface ID (for lack of a better term).
I should point out that the terrain I have created is actually a poly/tile hybrid. So Robotbeat wasn't too far off. Some of you may read this and say "huh?", but here goes.
The entire terrain is laid out in a loose grid. Each poly is given a surface ID, that determines its texture. There are about 120 terrain textures- with 6 different surfaces: snow, drygrass, brownrock, bluerock, dirt and special (special can be water, brickpaths, etc).
Each poly/surface ID points to one of those textures. It can be any texture (or even a player skin of you want to get crazy). However, ALL polys with the same surface ID will have the same texture.
So if I wanted to create "overly-rundandant-and-ugly-world", I would give every poly the exact same surface ID.
This is where UV comes in. UV can rotate that texture 360 degrees. The UV is dependent on the poly, not the surface ID, so even if the polys have the same texture, it can be rotated differently. this can break up a pattern and prevent an overly tiled look.