Making terrains with cliffs?
In games like unrealtournament 2003, i noticed that the terrains had area where the terrain went inwards... with a normal terrain map, you can only have hills since you only have one layer in the raw file. Is this what is known as voxels? I know how to do some volume rendering (ie make a box with a volume) but how is a terrain made like that?
www.jinx.com www.thebroken.org www.suprnova.org www.mozilla.org
Games like UT don''t use height maps. The levels are hand-build (mesh by mesh) and are generally stored in BSP (binary space partitioning) format. You can''t (easily) have caves and such in a simple heightmap engine.
Crispy
Crispy
"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared
you can use height maps for ground and scene like buildings for caves mountains and cliffs. (use a model and draw it over the height map.
Game Core
UT 2003 uses a height map for the actual terrain and then inserts objects like rocks, trees, ect (called static meshes), for any non-terrain/non-bsp elements.
December 18, 2002 03:36 PM
If you use a heightmap with X,Y and Z values, you can offset the X and Z values to create overhangs (not caves though). This would best be done visually in some kind of editor.
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