world_setup:appearance:terrain
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| + | ===== Terrain ===== | ||
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| + | There are a few different options currently available to how your landscape (assuming you have one) is rendered, ranging from the quick-and-easy to the deeper options which require you to do some proper tech-art to achieve something approaching the almost-acceptable. | ||
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| + | If you world doesn' | ||
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| + | ==== Providing or generating the heightmap ==== | ||
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| + | If you are aiming for a world that looks like a realistic-ish planet, you need to start with how the landscape geometry is generated. The game provides two methods for this: | ||
| + | - Generate a landscape programatically, | ||
| + | - Use a heightmap image to directly specify the arrangement of the landscape grid. | ||
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| + | A heightmap image might look like: | ||
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| + | FIXME Include image :) | ||
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| + | .. and fairly simply relates each pixel in the image to the height of a tile on the landscape. Bright white in the image means the point on the landscape is high, dark areas mean that point on the landscape is low. | ||
| + | There are tools available publicly for generating heightmap images, and you can find lots by googling. If you've got a decent paint program you can use lightening/ | ||
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| + | ===== Texturing the terrain ===== | ||
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| + | So here's where it starts getting a bit tricky.. Making nice looking landscapes takes some effort.. | ||
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| + | ==== Basic tiled landscape textures ==== | ||
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| + | The simplest option for texturing is just to put a little grass texture over every tile.. the world looks a bit bland but its nice n easy. This is usually the default setup. | ||
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| + | If you wish, you can then add other textures (like roads, beaches, muddy areas) by creating textures and ' | ||
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| + | ==== Landscape texture generation ==== | ||
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| + | Next option, if you don't want to spend all that time making textures and laying them out nicely on your world, is to let the game engine generate your textures based on the landscape. The principle here is that you specify a range of textures (usually 4) that are applied and blended at each tile based on its height position. Standard method here is you say, for instance, anything over height 200 gets the snow texture, anything over height 150 gets rock, anything over 50 gets grass and everything else gets sand. The game renderer uses these 4 textures and the rules about height to blend textures together and generate a landscape that looks pretty realistic without much effort. The downside to this technique is that you have no control of what the landscape looks like other than the height. (You can, theoretically, | ||
| + | <note tip> | ||
| + | For more details on how to control the auto-generation system, see the [[reference: | ||
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| + | ==== Landscape texture generation + ' | ||
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| + | The most recent (and most powerful) option, as used on the recent worlds I've run for A tractor, is to combine the heightmap based generation of landscape with a secondary global image (referred to as a ' | ||
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| + | This secondary ' | ||
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| + | FIXME Insert lovelace ' | ||
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| + | There is a serious techno-art-gamedev skill to be developed in the creation of these assets and I've personally found it quite interesting working out how to make them. You may find better methods and I wouldn' | ||
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| + | <note tip> | ||
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world_setup/appearance/terrain.1580340297.txt.gz · Last modified: (external edit)
