How do I make hills and craters? And I know that there is already a tutorial on water but it just tells about a pool. How can I make D-Day type water? I know everybody is porbobly saying to themselves, "Wow this kid is a n00b." I am sorry to be asking thse uestions but I am new to this. I would be thankful to anyone who answers.
~Zito~
Water/Hills
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- thestrokes1251
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dont have to be sorry for asking questions, what else should u do with them?
and that's what this forum is all about (well, mostly
) after all.
for d-day ocean u could go to the recycling bin, download and study the vietbeach map and try to change it to what u need.
for hills and craters u'll have to use patch meshes. here at .map is a tut about patch mesh roads. If u did follow this, u'd understand these meshes, can go again to the bin, get some maps with meshes, study those (e.g. vietbeach again,maginot) and surely can do ur hills. Then, there are several other tuts about meshes. Maybe try to find (google) the one or the other
for d-day ocean u could go to the recycling bin, download and study the vietbeach map and try to change it to what u need.
for hills and craters u'll have to use patch meshes. here at .map is a tut about patch mesh roads. If u did follow this, u'd understand these meshes, can go again to the bin, get some maps with meshes, study those (e.g. vietbeach again,maginot) and surely can do ur hills. Then, there are several other tuts about meshes. Maybe try to find (google) the one or the other
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Bjarne BZR
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You could also make tham with regular brushes, but that is probably a bad idea.
But another way ( in addition to patch meshes ) is to use LOD. Here is a tutorial on one of the ways you could create LOD terrain design using an image: http://gronnevik.se/rjukan/index.php?n=Main.LOD
But another way ( in addition to patch meshes ) is to use LOD. Here is a tutorial on one of the ways you could create LOD terrain design using an image: http://gronnevik.se/rjukan/index.php?n=Main.LOD
Last edited by Bjarne BZR on Mon May 01, 2006 8:51 pm, edited 1 time in total.
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Bjarne BZR
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For rolling hills: LOD
For steep cliffs or small formations: PatchMesh
LOD is easy to create huge landscapes out of, covering an entire map. But it is bad at handeling steep slopes.
Patch is harder to manipulate and are ill suited for huge areas, but very suitable to create rock walls and small features.
Ithink LOD is easier on the FPS. But patches can be made smaller, so using a patch for a small feature may be better for FPS.
Dont think there is a correct answer to your question: it depends on a horde of parameters.
For steep cliffs or small formations: PatchMesh
LOD is easy to create huge landscapes out of, covering an entire map. But it is bad at handeling steep slopes.
Patch is harder to manipulate and are ill suited for huge areas, but very suitable to create rock walls and small features.
Ithink LOD is easier on the FPS. But patches can be made smaller, so using a patch for a small feature may be better for FPS.
Dont think there is a correct answer to your question: it depends on a horde of parameters.
For lod learn to use the area filter but do not use the 64 unit setting for radius that will move only 1 vertice 128 or more is best . Also the white lines you see when you select 1 lod terrain patch with shift control click will give you a better idea of how it will look ingame just incase you get one of those phantom peaks that you can't see in radiant that is the only time you will set your area filter to 64 .
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Master-Of-Fungus-Foo-D
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tell that to the makers of m1l1a.. they figured it out the hard way.. ALL of the ground in m1l1a is PATCH MESH! ALL OF IT! itd of sucked to be themBjarne BZR wrote:For rolling hills: LOD
For steep cliffs or small formations: PatchMesh
LOD is easy to create huge landscapes out of, covering an entire map. But it is bad at handeling steep slopes.
Patch is harder to manipulate and are ill suited for huge areas, but very suitable to create rock walls and small features.
Ithink LOD is easier on the FPS. But patches can be made smaller, so using a patch for a small feature may be better for FPS.
Dont think there is a correct answer to your question: it depends on a horde of parameters.



