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3 Dimensional Chat / Road problems wrapping to terrain (need help fast!)

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bergice
17
Years of Service
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 8th Dec 2008 20:17
I am trying to make a road on a terrain but i have confronted a problem.

I first:

- Made a road segment and copied it out to a linear road with several segments
- Then i made a path with the line object.
- Then i used PathDeform to align the road to the path.
- Everything fine so far and then i try to align it to the terrain by using the Conform object.

But when i do that it ends up looking like this:





Any help, this is for a school project which has to be finished in 4 days so help is appreciated!


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BlobVanDam
16
Years of Service
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Joined: 26th Jul 2008
Location: one of Cybertrons moons
Posted: 9th Dec 2008 09:40
There are two possible fixes for the way you're doing it, and I suggest you might want to use both together for the best results.

The first option is to offset the surface slightly from the road (I believe it's called the StandOff distance in the conform object properties).
The second option is to add more polygons to that road object so it has more vertices, because the conform object only works at vertices, so big polygons can end up clipped through objects.
So you can meshsmooth/turbosmooth the original road object and apply the conform again. Or if that object you're using as road was started as a plane, and you still have access to those parameters, you can raise the length/width segments.

Hope that helps
Van B
Moderator
22
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 9th Dec 2008 12:58
It might be enough to simply vertex edit the terrain so any vertex that is above the road would be moved under it. If it's a driving game then having some little gaps at the edge of the road might be acceptable.

The other option I think you should consider is making the road from a copy of the terrain. If you take a copy, and delete any polygons that aren't road, then on the edges of the road terrain, you can set the alpha to 0. Then in DBPro (or whatever), if you use 1-bit alpha transparency, the road will smooth itself out, so a quad with 1 vertex set to 0 alpha would actually be a perfectly smooth corner. It's quite a handy trick, as it means that the road is infinitely smooth at the edges.
When I did this, I used memblock terrains and a greyscale overlay image with the road drawn as a white line then smoothed out - then I just apply the alpha to the relevant vertex depending on the overlay image. I think it actually used an advanced terrain then build the road meshes on top of it as separate objects.


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