Horde3D

Next-Generation Graphics Engine
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 Post subject: Victoria Crater
PostPosted: 26.10.2008, 21:48 
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Joined: 11.06.2008, 10:34
Posts: 119
Evening, just posting a screenshot to show off Victoria Crater (Mars) in Horde.

Image

Geometry is based on 1 meter ISIS data provided by NASA (applied via a displacement to a 2d polygon plane, then frozen and exported to geo). Next version will hopefully clear up the textures and rework the geometry to be slightly more optimised in a few areas. Will also attempt to remove the shadows from the sat. imagery to allow for a fully dynamic light & shadow cast.

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Let's bring 'em out! Any old iron! Any old iron!
A door opens and a homewife brings out a rather sophisticated-looking ground-to-air missile system, and dumps it on the cart.
Thank you.


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 Post subject: Re: Victoria Crater
PostPosted: 26.10.2008, 22:57 
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Joined: 19.03.2008, 01:22
Posts: 79
May I ask why you would use a standard mesh instead of the terrain extension? Just out of curiosity.


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 Post subject: Re: Victoria Crater
PostPosted: 27.10.2008, 09:39 
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Joined: 11.06.2008, 10:34
Posts: 119
Because ive never used the terrain extension in Horde :), and it was in part of testing the newer Modo Collada exporter.

However I tend to feel these days that terrain systems in general inheriantly introduce limitations derived from the normal 2d hightmaps. A well modelled geometry mesh can be just as optimised (if not more), with far better mesh density control not limiting you to defined grid resolution, you can also begin to introduce highly detailed areas in specific parts of your world without compromising the overall map design. As always theirs advantages & disadvantages, but either way it project dependant on the requirements.

Will have a fiddle around with the heightmaps later today for the terrain extension.

_________________

Let's bring 'em out! Any old iron! Any old iron!
A door opens and a homewife brings out a rather sophisticated-looking ground-to-air missile system, and dumps it on the cart.
Thank you.


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