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Building outdoor environments

 
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moraldi
DeleD PRO user


Joined: 08 Sep 2005
Posts: 112
Location: Hellas

PostPosted: Sat Aug 07, 2010 6:05 pm    Post subject: Building outdoor environments Reply with quote

Hi guys,
I want to build an outdoor environment but, using the DeleD, I don't know where to start. I've completed the following sketch:



As you can see I need to build 4 low poly islands without the use of a height map.
Each island must have some hills, areas where the player have to follow a road to reach there etc.
A. Can you advise me for a method to start build such an environment using the DeleD? (a small tutorial would be a great help for me!)
B. Do you know where I can find resources in order to "steal" ideas for such game environments?
My goal is 40 levels for my latest game.It is a project I am trying to finish in my spare time, just for fun

Thanks in advance.
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Aug 07, 2010 8:57 pm    Post subject: Reply with quote

Hi Moraldi,
I would suggest using a grid for the islands. You can manipulate them just like any other poly to make your hills and such.
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Nocturn
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Joined: 08 Aug 2004
Posts: 635

PostPosted: Sun Aug 08, 2010 7:28 am    Post subject: Reply with quote

Yeah, depending on how detailed the islands should look the grid object with the magnet tool is possibly the best way to do this in DeleD.
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Sun Aug 08, 2010 9:40 am    Post subject: Reply with quote

Depending on how you host these levels, you may want to consider making the islands as individual models, rather than create all the islands into one build.

As already suggested, using the magnet tool is probably going to be your greatest asset. Depending on how many polygons are in your grid, willl determine the resolution/smoothness of your hills etc.
You can however, use a low polygon version of a high polygon mesh, to hang a high resolution material over it.

Search for XNormals, that will give you some idea.
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moraldi
DeleD PRO user


Joined: 08 Sep 2005
Posts: 112
Location: Hellas

PostPosted: Sun Aug 08, 2010 11:24 am    Post subject: Reply with quote

Code:
...you may want to consider making the islands as individual models...

Exactly.

Quote:
I would suggest using a grid for the islands

I still don't know how to start with a grid object. Do I have to select individual faces and then extruding them up in different levels or tweaking the vertices?

It seems difficult to me to give a more natural shape having a mesh like this one above.

I would be satisfied if the total number of triangles could be less than 15.000
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Aug 08, 2010 12:37 pm    Post subject: Islands Reply with quote

Hey Moraldi,
take a look how i built my island, you know it:

Make a poly, split it sometimes (here it is only 16x16), and use "magnet"
on some vertices:
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moraldi
DeleD PRO user


Joined: 08 Sep 2005
Posts: 112
Location: Hellas

PostPosted: Sun Aug 08, 2010 1:53 pm    Post subject: Reply with quote

thanks Harper, this makes things a little bit more clear to me.
Could you please give some details about texturing? How did you get smooth transition between dirt and grass.
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Aug 08, 2010 4:30 pm    Post subject: Kot of work Reply with quote

It seems you are a week-end-worker, like me!
Oh, yes, the shore-texture. I used 3 textures: 1. grass, 2. sand, and 3rd i made a "transition" from grass-to-sand-texture. When you modelled the island in the form you want, add a water-plane, and then split the polygons near the shore-line as needed and fill them with this special texture - and rotate them to look correct.
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moraldi
DeleD PRO user


Joined: 08 Sep 2005
Posts: 112
Location: Hellas

PostPosted: Sun Aug 08, 2010 4:43 pm    Post subject: Reply with quote

Quote:
It seems you are a week-end-worker, like me!
lol, that's right!
Thanks for the tip about texturing. I just wanted to be sure that I am in the right way...
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