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GeeBee20
09-28-2001, 02:42 PM
Hi everyone...

The following are terrain techniques that I thought up for my future sp maps but since none of these techniques are likely to go in FF2 I decided to share the techniques with you all now...

Tip #1:

This 1st tip might come in very handy to anyone doing a vietnam themed map or maybe when the second encounter is released...
This is a way to do gigantic terrain maps. The idea is simple enough: Let's say that you want to do a terrainmap that's 2048 units long or above. Apply fog to the entire terrain map and make sure it's color fits the lightning... Like if you use the Karnak background your fog color should fit the color of the shadows.
The important thing here is to decide how long the player is supposed to see. Let's say that we're going to let the player see a distance of 96 units, then adjust the fog of the entire terrain map to 100 % coverage at the distance of 96 units. Right now the player's vision is restricted to 96 units, but the engine will still render the whole terrain map of 2048 units! Next thing you have to do is to divide your terrain map into several parts each being exactly 96 units long. You'll also have to split the sectors to fit the terrain bits (sectors have to be 96 units). Then all you have to do is make all the sector portals pretenders and make the pretender distance... yes you guessed right, 96 units :)

This way you can have some VERY large terrain maps... but the need of fog to hide the pretender work-around forces the map to use a strong theme like a foggy jungle/swamp or a desert during a sandstorm... or night time. When SS:SE comes out I think the presence of trees and vegetation could be used with this terrain technique to create some truly amazing jungle maps.

Tip #2:

This may be common knowledge but here I go anyway:
A work-around to the problem of making structure shadows on terrain maps you can solve it by making a very high detail terrain patch (50-60 slices) and then leaving directional light on and positioning the editor camera high above the center of the terrain map. Depending on the number of slices your pc can handle in the editor you'll now have a nicely shadowed terrain patch... but it runs like hell. With the camera positioned high above the center of the patch press num 6 and take a scrrenshot. Make the scrrenshot into a texture and then remove your high detail terrain patch... then create a new terrain patch using the same heightmap but with a reasonable low slice count (15-20). Now all you have to do is apply your homemade topmap to the low detail terrain patch...

You may have to blur the texture a bit to compensate for the somewhat blocky quality of the editor-made topmap ( again this depends on how many slices you used to make the topmap). The only drawback to this method is that it takes a high-end pc to handle the 50-60 slices of the terrain patch used to make the topmap. Other than that this is a VERY effective work-around of the need to do handdrawn structure shadows on the terrain.

Happy Mapping!

Earthling
09-28-2001, 03:45 PM
I was the one who came up with the Tip #1 in the first place. Please give me proper credit. Kthx.

mr luc
09-28-2001, 06:13 PM
And tip # 2 is vastly inferior to just doing what the tutorials on the site AND we all say to do for terrain, which is to just make a terrain in Terragen/Bryce and import the texture and smoothed heightfield into Sam onto a lower-sliced terrain. Mkay.

Bwian
09-28-2001, 06:39 PM
Mr Luc, the second tip is for creating BUILDING shadows on the terrain, which would normally have to be created by hand  for use with fullbright textures. Taking the screenshot will let you use the screenshot as a fullbright texture.

SerialKilla
09-28-2001, 06:52 PM
cool, thanx

GeeBee20
09-28-2001, 07:33 PM
Earthling: I wasn't aware of that... doesn't really matter, since I'm not going to copyright this or anything :) Just thought I had a few tips of my own that others could benefit from. Guess we just think alike, nothing more.

mr luc
09-28-2001, 10:39 PM
I know. It only works when the terrain directly under the building is perfectly or close to perfectly flat. Otherwise it looks like a lego.

Although if you have a powerful enoguh computer, you could raise the slices high enough . . . say 128 by 128 . . . maybe the lego effect won't show up.