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Author Topic: Terrain representations : vertical and overhung features ?  (Read 2784 times)

foxfiles

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Is OT already able to mix different terrain reps? I assume that most of the actual terrain generation is from height map, is it?
or there are already parts, somewhere, that you created with irregular triangles or voxels ?
Is OT already dealing with real vertical and overhung terrain features ?
or this would be feasible in importing specific complex regions in the future ?
« Last Edit: May 14, 2012, 07:54:10 am by foxfiles »
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cameni

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Re: Terrain representations : vertical and overhung features ?
« Reply #1 on: May 16, 2012, 04:41:11 am »

Terrain generation is from heightmaps, we are only creating overhangs procedurally where they are probable, but it's not yet controllable. There is a horizontal (lateral) displacement that could be also applied from external data sources.
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foxfiles

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Re: Terrain representations : vertical and overhung features ?
« Reply #2 on: May 16, 2012, 06:14:28 am »

But making displacements means anyway that the refined terrain has the same triangle count than the original one ? quite limiting !
Horizontal displacement ? do you mean translation in x,y, z or translation only in the x,y plane with z being the normal

LOL  I come from solid or parametric modelling, so making boolean operations on trinagulated surfaces is very easy here...
we have all the tools for importing, editing and exporting in any format which fits your needs.

I understand that there is no such things immediately available in OT but do you preview to
let some users/developers  "replace" parts of your terrain with refined ones? as long as it is done with quality and under your control/specifications,
you could then re-inject, even at the user will, such refined parts in OT's original terrain ?


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Reality is merely an illusion, albeit a very persistent one - A. Einstein