Foliage-Fliptree Hybrid
Posted: Sat Oct 11, 2008 9:35 am
If anyone has worked terrain levels with farcry1 editor or other easy to use editor,may have noticed that there are tools that paints by raidius lists of objects like foliage,rocks and trees on the terain and can place them with a multiplier-one click places 10 trees -for instance.
Each terrain vegetation object aligns its rotation to the terrain and then static lightmaps (shading) are precalculated on them (and the terrain).
One other difference is that grasses will not be bitmaps,but actors with transparency,and are replaced by bitmaps at a specific distance.
I dont ask for crytec tech,but something simple between the foliage (sprites) and the fliptree (actors).
First,several actor slots like:
actor1 = 3rocks,
actor2 = 3Trees
actor3 = grass1
actor4 = grass2
actor5 = grass3
actor6 = Bushes1
actor7 = mushrooms1
etc.
Each Vegetation actor slot would have the following flags and settings:
1.Rotation flag for each actor slot to align to the terrain (later when the physics collision allows this).
2.Density.
3.Spread radius (like the foliage).
4.Range:after that distance,the actor is replaced with a bitmap (that always rotates to the camera view).
5.UseAlphaFadeIn when the actor starts to get in rendering range.(no normal mapped actors because they dont have alpha yet).
6.UseAlphaFadeOut for the sprite bitmaps that replaced the actor.
7.Min and Max distance for rendering the Shadow bitmap.
8.AmbientColor,ShadowMapName,Scale-etc
I know the entity window height would increase,unless there are + - buttons for expanding the attributes for each actor slot.
This entity would be easy to use,making the terrains much prettier.
Think that untill now you have to place hundreds of static entities to fill the terrain.
Farclip plane will keep the framerate.
Each terrain vegetation object aligns its rotation to the terrain and then static lightmaps (shading) are precalculated on them (and the terrain).
One other difference is that grasses will not be bitmaps,but actors with transparency,and are replaced by bitmaps at a specific distance.
I dont ask for crytec tech,but something simple between the foliage (sprites) and the fliptree (actors).
First,several actor slots like:
actor1 = 3rocks,
actor2 = 3Trees
actor3 = grass1
actor4 = grass2
actor5 = grass3
actor6 = Bushes1
actor7 = mushrooms1
etc.
Each Vegetation actor slot would have the following flags and settings:
1.Rotation flag for each actor slot to align to the terrain (later when the physics collision allows this).
2.Density.
3.Spread radius (like the foliage).
4.Range:after that distance,the actor is replaced with a bitmap (that always rotates to the camera view).
5.UseAlphaFadeIn when the actor starts to get in rendering range.(no normal mapped actors because they dont have alpha yet).
6.UseAlphaFadeOut for the sprite bitmaps that replaced the actor.
7.Min and Max distance for rendering the Shadow bitmap.
8.AmbientColor,ShadowMapName,Scale-etc
I know the entity window height would increase,unless there are + - buttons for expanding the attributes for each actor slot.
This entity would be easy to use,making the terrains much prettier.
Think that untill now you have to place hundreds of static entities to fill the terrain.
Farclip plane will keep the framerate.