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Author Topic: Shots of Caves  (Read 2213 times)
xdos
Community Member
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Posts: 29


« on: July 11, 2004, 02:28:35 AM »

After my issues with seaming, this is part of the resulting work, it simply shows the cave with the terrains seamed so there is an outer layer and an inner layer.  There is slight random height fluctuation so the top layer isn't EXACTLY the cave height, but I'm working on the code to make the cave feel like it has thickness and is buried in a hill or at least has substance.

Some notes:
The GUI is placeholder stuff, not much to look at.
The shots were taken during rain weather effects, so some shots might show raindrops or artifacts of the rain.

Showing the entrance to the cave
www.speakeasy.net/~xdos/TVSS0.jpg

Landscape blending test
www.speakeasy.net/~xdos/TVSS1.jpg

More landscape blending testing
www.speakeasy.net/~xdos/TVSS2.jpg
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xdos
MrNoid
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Posts: 245


« Reply #1 on: July 11, 2004, 07:27:01 AM »

Great Job !

Keep it up.

-MrNoid
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Programmer Dominus Online Team
Http://www.dominusonline.com
BYTE-Smasher
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Posts: 956

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« Reply #2 on: July 11, 2004, 10:34:58 AM »

that done with 3 landscapes by chance? either way, cool shots... I like Tongue ... gotta stick some stalactite meshes in there Smiley
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xdos
Community Member
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Posts: 29


« Reply #3 on: July 11, 2004, 12:18:02 PM »

Thanks, yes it's 3 landscapes now, and my next effort is to place meshes around to give some detail (including stlagtites and stalamites, boulders and rocks, and some sort of plant cover or something over the door.

I'm also working on a cave class that will generate a cave system from a heightmap, with a couple of different cross section options and all the assocaited seaming and (if I can pull it off) GetHeight functions to help determine how to walk over or in the cave.  I'm still working out that last bit though Smiley
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xdos
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