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3 Dimensional Chat / best way to do caves....

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Bishop
23
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Joined: 18th Dec 2002
Location: In my favorite chair...
Posted: 19th Jan 2005 11:53
i got a little problem. I want to make natural looking caves for a 3rd person game, but how would i go about this? should i model them, or is there a way to do them in Cartshop that i dont know about? any suggestion would be great...

thnx,
Bish

"But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams."
walaber
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Location: Los Angeles, CA
Posted: 19th Jan 2005 17:45
you could start with a sphere, invert the normals (making it face "in"), and then possibly use a noise filter to create the spikes / indents / etc.

I don't know about cartshop, but Milkshape has a noise plugin...

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Van B
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Location: Sunnyvale
Posted: 20th Jan 2005 01:31
A sphere is not a bad idea, but if it's to go on top of a terrain then I'd suggest a different method. I'd make a sphere, then put a dent in it, so it's nore like a soup bowl, and then mould the inside into a cave shape and make the top part smoother so it's like terrain over the top. You'd make an entrance of course and make the whole thing so it can sit partially submerged in the terrain. The terrain under the cave would make the floor and you'd have the inside detail to make it cave-like. You could even alpha colour the top verts along the path, so it could show what's going on inside by simply setting the transparency mode of the cave object.

Other shapes could be used besides a sphere, like 2 matrices on top of each other for example - It really depends on how you want the cave to look and how big and detailed you want it.

I'll have a bash myself for my FPS game and let you know how I get on.


Van-B


It's c**p being the only coder in the village.
DLS
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Location: Wet And Windy Britain
Posted: 20th Jan 2005 03:08
there is another way if it going to be a long tunnel

try a TUBE. thats technically what a cave or tunnel is. just ad some noise and it should look quite pro if textured well. its not all that hard to do either.

best thing is take all these ideas and mess around with em. post an image of each idea and let us see what looks best.

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Bishop
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Joined: 18th Dec 2002
Location: In my favorite chair...
Posted: 20th Jan 2005 05:31
thanks for all the suggestions, ill try them out and post screenies....i thought id let u know that the effect im looking for is kinda like the caves in world of warcraft (just some food for thought) ......any players out there will know what i mean .....thanks again

Bish

"But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams."
Shadow Robert
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Location: Hertfordshire, England
Posted: 20th Jan 2005 07:28 Edited at: 20th Jan 2005 10:27
What sort of cave? Personally I always use a plane to outline the main features, then sub divide and add the rocky detail, often rather than doing it by hand adding a heightmap displacement or something.

Let me take the time to demonstrate
Outline


SubDivide


Sculpt


Texture


Texturing is very easy given that your actually working to a plane so all the UV points should react like one, so there's no lining up or crap like that to stop stretching.
While that looks pathetic on it's own, when you have a few walls, bend over the top and look at it from the 3rd person, with some proper lightmapping it does give a very nice effect and cheaply.
Shadow Robert
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Location: Hertfordshire, England
Posted: 20th Jan 2005 07:34
grr.. f**king server is down, or rather my area of it is. would like to know why but the images should be up once it is all sorted.
Van B
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Posted: 20th Jan 2005 23:54
Images work for me.

I think one problem is comming up with a good system that can work with advanced terrain - not being able to cut holes in the ground makes it so much more complicated. Perhaps you could use Leyvins idea once inside the cave, like maybe the cave entrance could be an object that is used as a portal, so you'd go inside this cave entrance and hide the characters as they enter, then once they're all in - you could change the view to inside the cave. Walls and stuff would probably be more convenient for what your after - but cutting a hole for the entrance/exit is a real pain.


Van-B


It's c**p being the only coder in the village.
Bishop
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Location: In my favorite chair...
Posted: 21st Jan 2005 07:42
yeah leyvin i like the idea (the images did show up )

that is the effect im looking for mostly......i probably will do loading the cave (ie step into the entrance and it and it will load cave)....ill get working on it and show my results...

thanks ,
Bish

"But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams."

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