Im working on RO-Ostwall atm.
Late war, combined arms. Expect some new things to be seen in this map
Late war, combined arms. Expect some new things to be seen in this map
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d3lux3 said:im working in RO-seelow_heights, a tank map based in this battle. I'm now working in terrain with bryce 3d, i wait show any screen soon when i move the terrain to the editor.
I believe the terrain in UE2 games is a mesh and can be extracted and imported like any other meshes.Voodootype said:how do you do that?
in bryce 3d the process is the same that work in terragen. I dont import a mesh, i import a heightmap from Bryce.Voodootype said:how do you do that?
A quick word of caution in addition to Colin's advise:Lruce Bee said:Try not to complicate matters where terrain is concerned - use the terrain editor for the bulk of your terrain and use 128 x128 sections - try to avoid 256 x256 as your triangle count goes intergalactic - one trick I saw Cass using on a very early version of Arad was terrain made in the editor for traversing on foot or in vehicles and distant landscape was made using sheets in BSP and it looked really good from what I remember - I think this was an attempt to keep the triangle count down because the map is huge.
I saw Rich make individual dirt piles and craters out of meshes for Odessa and that worked better than terrain for shaping and better control of the look and feel of what he wanted for his particular project.
You need to spend time modelling your terrain in the editor to get it looking convincing - I see a lot of terrain on maps looking like Pamela Anderson's tits tbh.
SasQuatch said:Smesh terrain pro's: you can make it go vertical and upside down.
UncleDrax said:Quick note.. you should be able to select Inverted for terrain to do something like cave-ceilings.
One good use for this in OstFront would be forest canopies.