mknote Posted July 29, 2004 Share Posted July 29, 2004 Okay, I have tried EasyGen... I have tried gtkgensurf... but it WON'T WORK! It gives me thousands of brushes with triangles! They need to be one solid brush but still look realistic... plus, they are making the time to load my .map file almost six minutes. So, what am I doing wrong? MK Link to comment Share on other sites More sharing options...
Lil Killa Posted July 30, 2004 Share Posted July 30, 2004 You can't have terrain with only one "brush" unless your terrain is flat or only one angle or it is shaped like a bullet. This is because you can only make convex shapes using brushes. EDIT: you could use a patch mesh but that would be a pain.... if it has to be one piece I would suggest you make it into an ase model but once you do you'll have to reconvert it everytime you make a change to the terrain. Link to comment Share on other sites More sharing options...
mknote Posted July 30, 2004 Author Share Posted July 30, 2004 The problem arises from the fact that whenever I put two brushes together, I almost ALWAYS get sparklies. *sigh* Oh well, in a white snowfield, that won't show as badly. MK Link to comment Share on other sites More sharing options...
RDX1 Posted July 30, 2004 Share Posted July 30, 2004 Did you caulk the whole brush then Ctrl + shift the visable textures and applied it to the sides that can be seen? Link to comment Share on other sites More sharing options...
mknote Posted July 30, 2004 Author Share Posted July 30, 2004 Yes, I know the basics. Level design seems to elude me though... MK Link to comment Share on other sites More sharing options...
mslaf Posted July 30, 2004 Share Posted July 30, 2004 Originally posted by Lil Killa You can't have terrain with only one "brush" unless your terrain is flat or only one angle or it is shaped like a bullet. If you want to have a single brush terrain you can: 1. Use EasyGen, Surfgen and export created terrain to an ASE model 2. Use Gmax or 3dmax. Create a terrain mesh, using a displacement mapping in example, and then export it to an ASE model. The second solution is much better because you can "optimize" the terrain mesh, using mesh optimization functions. This will reduce number of polygons in some places. You can clip the terrain model adding "spawnflag" "2" or alternatively you can use Milkshape 3d to convert ASE->MAP and use this exported map as a clip or terrain. Regarding sparkles on EasyGen exported terrain. There’s an option is EG to show “flat” triangles – don’t remember exactly because I don’t use it. If you have these “flat” triangles then it’s very probably you will have sparkles and displaced brushes in the game. Link to comment Share on other sites More sharing options...
mknote Posted July 30, 2004 Author Share Posted July 30, 2004 All right, so my other problem is that my map (and by extension, my terrain) is HUGE, about 90,064 x 90,064 units. (It is going to be a frozen naboohills2 with ROTJ-era ships) Now I really don't have the time to make a 90,065 x 90,065 pixel bitmap and color it in. Any faster way to do it? MK Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 30, 2004 Share Posted July 30, 2004 can't you create a smaller one and tile or stretch it? *not sure* Link to comment Share on other sites More sharing options...
lauser Posted July 30, 2004 Share Posted July 30, 2004 Originally posted by mknote All right, so my other problem is that my map (and by extension, my terrain) is HUGE, about 90,064 x 90,064 units. (It is going to be a frozen naboohills2 with ROTJ-era ships) Now I really don't have the time to make a 90,065 x 90,065 pixel bitmap and color it in. Any faster way to do it? MK That is a REALLY big map. Also, why would you make such a large bitmap? I think what you want is 49 x 49. This will be read by EasyGen and fitted appropriately. Link to comment Share on other sites More sharing options...
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