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#Actualpolyfrag

Posted 14 May 2013 - 05:44 PM

The terrain might need to be represented by a mesh instead of a heightmap. That way, you can add detail where it's needed. I'd need to make an editor though cuz I only have MilkShape 3D.

 

[ed] You could then make mountains and ridges. But you'd need some fast way to determine heights/collisions for each unit without having to check for collisions with each map face.

 

If deformable, you could even dig bunkers and stuff.


#4polyfrag

Posted 14 May 2013 - 05:42 PM

The terrain might need to be represented by a mesh instead of a heightmap. That way, you can add detail where it's needed. I'd need to make an editor though cuz I only have MilkShape 3D.

 

[ed] You could then make mountains and ridges. But you'd need some fast way to determine heights/collisions for each unit without having to check for collisions with each map face.


#3polyfrag

Posted 14 May 2013 - 05:42 PM

The terrain might need to be represented by a mesh instead of a heightmap. That way, you can add detail where it's needed. I'd need to make an editor though cuz I only have MilkShape 3D.

 

[ed] You could then make mountains and ridges and even caves. But you'd need some fast way to determine heights/collisions for each unit without having to check for collisions with each map face.


#2polyfrag

Posted 14 May 2013 - 05:42 PM

The terrain might need to be represented by a mesh instead of a heightmap. That way, you can add detail where it's needed. I'd need to make an editor though cuz I only have MilkShape 3D.

 

[ed] You could then make mountains and ridges. But you'd need some fast way to determine heights/collisions for each unit without having to check for collisions with each map face.


#1polyfrag

Posted 14 May 2013 - 05:37 PM

The terrain might need to be represented by a mesh instead of a heightmap. That way, you can add detail where it's needed. I'd need to make an editor though cuz I only have MilkShape 3D.


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