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#Actualgreenpig83

Posted 14 May 2013 - 08:57 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

My current test is like this (2nd Method) (The lighting is a bit wrong, but the biggest problem is the edge) :
sc1_zps54009253.png
So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. I assume that they try to interpolate 1 poly into many small poly for smoothment, but that will reduce the performance, and anyhow i dont know which algrorith let us do this interpolation. Thanks all.

#6greenpig83

Posted 14 May 2013 - 08:55 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

My current test is like this (The lighting is a bit wrong, but the biggest problem is the edge) :
sc1_zps54009253.png
So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. I assume that they try to interpolate 1 poly into many small poly for smoothment, but that will reduce the performance, and anyhow i dont know which algrorith let us do this interpolation. Thanks all.

#5greenpig83

Posted 14 May 2013 - 08:53 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

My current test is like this :
sc1_zps54009253.png
So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. I assume that they try to interpolate 1 poly into many small poly for smoothment, but that will reduce the performance, and anyhow i dont know which algrorith let us do this interpolation. Thanks all.

#4greenpig83

Posted 14 May 2013 - 08:42 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. I assume that they try to interpolate 1 poly into many small poly for smoothment, but that will reduce the performance, and anyhow i dont know which algrorith let us do this interpolation. Thanks all.

#3greenpig83

Posted 14 May 2013 - 08:40 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. Thanks all.

#2greenpig83

Posted 14 May 2013 - 08:39 PM

Hi , I'm learning about tile base map with elevation(height).
I succeed in render the map with diamonded tile, or using Ortho-isometric View to make square tile become diamonded (There are 2 methods, the first is mostly use 2d tile texture)!

So I move to the next level with height. I referenced this, and so wonder how can they do it! what is the technique!
59b001bf-567f-4945-a68a-bd04dbaf03ed.jpg

368f69dd-3b47-4e18-95a8-c4813a7be783.jpg

a73e9c6c-4e4b-4cf0-aae6-bc66480f7ab6.jpg

In the old game, I think they dont use texture like this, but draw everything in 2D and add the light shading that make it looked 3d. In this HD version, i think they move all the terrain to full HD, so we can see the wireframe. So what I really want to know is how to achieve this, or what is the technique behind this achievement. Thanks all.

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