Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / free .x terrain!

Author
Message
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 16th Jun 2008 07:59 Edited at: 16th Jun 2008 08:13
can you not figure out how to use height maps? do matrices confuse you? can you figure out object collisions but matrix collisions are to tough? just want object terrain? well you have come to the right thread. here i will be posting free untextured terrain for use in your games. enjoy.

feel free to post you own 3d terrain, but please do not post height maps on this thread

Attachments

Login to view attachments
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 16th Jun 2008 08:06 Edited at: 16th Jun 2008 08:11
#1 Nature valley.
nice little map with an area for a lake and waterfall. has high mountain sides so you cant leave map.



Attachments

Login to view attachments
Bad Monkey
17
Years of Service
User Offline
Joined: 1st Jan 2007
Location:
Posted: 16th Jun 2008 08:37
This is cool, and since it is an .x file then you could easily add caves and other normal landscape features that aren't available for terrain heightmaps.


Visit my website:
http://www.artistsareus.com
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 16th Jun 2008 09:22 Edited at: 16th Jun 2008 17:57
yep, i love .x map because insted of positioning objects through trial
and error, or getting a map editor, i can just add stuff on to the map. tunnels are easy too, just delete a few tiles and put a thick walled tunnel to hide the edges. the only down side of this is its harder to texture than a height map, but a height map really is the easiest thing you could possibly texture, aside from a wall.

oh, and that last map i think i may have made a bit to high poly, but it cant be more than the poly count height maps give you, man i hate those height maps. any way, ill release a low poly map and mabey a medium poly one. i would do a poly count but my modeler just got deleted and the app i use dose not have a poly counter.

Attachments

Login to view attachments
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 16th Jun 2008 18:04
#2 mountain pass
this map is just a road in between mountains. you can put bandits or flyinging panda bots on it, i realy dont care. it would also be fun to put a fort in it, or some watch towers on the walls of the canyon.


Attachments

Login to view attachments
Phosphoer
16
Years of Service
User Offline
Joined: 8th Dec 2007
Location: Seattle
Posted: 16th Jun 2008 22:44
Quote: "flyinging panda bots"



....That should most definitely be a game xD.

Pretty exciting mountains

This is a random sentence about squirrels.
Uncle Sam
19
Years of Service
User Offline
Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 17th Jun 2008 06:32
Is that exported from blender to DBP? My lighting does not appear like that at all in DBP.

A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 17th Jun 2008 09:53
no, it is a photo of it in visual terrain maker. they use weird lighting, but its really effective. but it looks fine for me in dbp, just a little grey. Im working on some textures for these, but they are hard to do because unwrapping it gives you a grid, you cant really tell what to texture that way...
thats the only advantage of height maps, texturing is so easy.

Quote: "....That should most definitely be a game xD."

im working on that. i call it "attack of the flying killer robot pandas 5"

Alucard94
17
Years of Service
User Offline
Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 17th Jun 2008 16:44
Whoo flying panda bots! Goooo pandas! (I just saw kungfu panda, for once a movie that I actually thought was funny )

If someone says "pls" because it is shorter than "please" I say "no" because it is shorter than "yes"...
Zuka
16
Years of Service
User Offline
Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 17th Jun 2008 20:27
Get "quick3D Geometry". I found it in Google, and it counts polygons. You can also apply UV maps...

If you can do any models for FW, reply to the FleetWars thread.

Click here!
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 17th Jun 2008 23:50
of course you can apply uv maps, but the uv map would be a grid!

found geometry
#1 4900 polys. a little high, but not as high as some height maps.
#2 2500 polys

not that bad if you want quality maps. if these are still to high i can post a 900 poly one, but it sucks

Zuka
16
Years of Service
User Offline
Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 17th Jun 2008 23:58 Edited at: 17th Jun 2008 23:58
I hate to tell you this, but thats the vertex count. The first one is actually 9522 polygons.

If you can do any models for FW, reply to the FleetWars thread.

Click here!
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 18th Jun 2008 09:16
oh wow! thats way higher than i expected it to be. dang. alright, ill work on some lower poly ones. ill post it tomorow

Don Malone
21
Years of Service
User Offline
Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 3rd Jul 2008 05:03
Shouldn't the Poly count be lower than the Vertex count? Or is my terminology all wrong?

Making nothing for the forth straight year; or is it five years now?

Venge
18
Years of Service
User Offline
Joined: 13th Sep 2006
Location: Iowa
Posted: 3rd Jul 2008 05:43
Quote: "Shouldn't the Poly count be lower than the Vertex count?"


Not necessarily. In square grids like these, each vertex is surrounded by four faces. Even around the edges, each vertex is shared by two faces except the four corners.

MISoft 3D Artist.
Benji
18
Years of Service
User Offline
Joined: 17th Dec 2005
Location: Mount Doom
Posted: 3rd Jul 2008 07:57 Edited at: 3rd Jul 2008 07:57
It's not so high poly. Advanced terrains are easily a couple hundred thousand.

Quote: "Im working on some textures for these, but they are hard to do because unwrapping it gives you a grid, you cant really tell what to texture that way...
thats the only advantage of height maps, texturing is so easy.
"


Check out my thread, "Something you never imagined Blender could do!". One of the things it shows you how to do is texture painting.

Image All
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location: Home
Posted: 3rd Jul 2008 08:41
About the polycount:

Don't worry about it, really. You should be able to make a terrain rather large in polycount. The thing is that once you have finalized it, cut it up into a grid and export each one of those slices as a separate object. Then have your game engine use them all together, only checking collision against the section that the player is on, and if you have LOD for the whole terrain, you can have farther areas less detailed than the section the player is on (which should be full detail). This way you can make your world much much larger than you could if you just keep it as one piece and hope the polycount doesn't get too heavy.

So basically, just make large terrains for us, but put them into packs of sections with at least four different levels of detail for every section. I'd eat them all up if you did that.


Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....
A Tea Spoon
17
Years of Service
User Offline
Joined: 23rd Apr 2007
Location: good ol USA!
Posted: 31st Jul 2008 06:47
benji: texture painting is the best way to go, i already figured that out. problem is i have to do it with gamespacelight, because i cant use blender (middle button does not work), and in game space there is no undo, so it gets difficult and time consuming, and im color blind so its hard to do smooth color transitions

image all: nice idea, ill do that!

Login to post a reply

Server time is: 2024-11-25 18:01:11
Your offset time is: 2024-11-25 18:01:11