Help with terrain

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
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phipps01
Posts: 1
Joined: Mon Jul 23, 2007 11:26 am
Location: Australia

Help with terrain

Post by phipps01 »

hey everybody i downloaded this sweet programme about a week ago and ive been going through all information i can find on it (ie making 3d games with reality factory ebook, the FAQ, terrymorgan.net) trying to figure what i to do for myself.

I can make inside place fine but the only problem i am still faced with is making outdoor terrain. i have been going the static mesh method i have read mentioned in some topics in the forum, my main problem is with getting textures to work with them. I used sketch up to make a quick terrain exported 2 milkshape so i couldn make them the right format to convert to .act files

it imported fine but i could not apply any texture to it in RFeditor, i also tryed importing the same map with a texture from sketchup it apeared but again with no texture

next i tryed making terrain with bryce and exported it with a texture. It imported fine and the texture was there but the level itself was freezing like crazy and it was a tiny low renderd piece of terrain.

can anyone tell me what im doing wrong or an alternative ways of making terrain (i also have nems)
or can point me to anywere i can get information on this.

oh yeah if you could be kind of detailed if have any ideas, as my newbness at this programme makes things a little hard for me to grasp everything

cheers
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

The editor does not show the textures, this is to save time while editing the level. They are only shown in the game or with the two actor viewing programs ActView and Viewer. It is also not possible to texture the actors in the editor, because they are already on the model.

I think the problem is too many polys. Bryce is a cool program for making terrains, but it produces a hell of polys. So when you export from bryce, i think there was a poly reducer implemented in bryce. Use it before exporting. And then in milkshape you can furthermore reduce the polycount with the directx mesh tools. (under tools). (I suppose you converted it into an actor?)

The level freezes like crazy because the many many polys lead to many many collision detection steps, even if there is not so much actually rendered. This can be avoided when you export parts of the model seperately, i mean you cut it into parts like 'northeast', 'southwest', 'south-middle' and then you export them seperately. This makes thinghs faster.

Oh and welcome to the forums! :D
Everyone can see the difficult, but only the wise can see the simple.
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zany_001
Posts: 1047
Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa

Post by zany_001 »

Welcome to the forums!!!! :D ! :D ! :D !

did you model using Milkshape,or did you model with sumthing else,and then export to Milkshape?
There is a good tute on terrain for blender3d,but many of its ideas could be used on another program,unfotunately i dont know if MS3D supports fractals.Oh well.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
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