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3d tile editor - tile stitching question

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Hello to all game designers, game coders, plugin writers! i try to write an 3d tile based outdoor engine. my graphic artists are using MAX and want to export 3d tiles. Now i have a few tiles with different geometry. - what is the best way to stitch these tiles together so that they look seamless? i dont want use heightmaps, cuz terrain made from heightmaps looks really ugly! and some really nice stuff cannot be made from heightmaps! (over-hangs, bridges, ...) another problem with seperate, textured tiles are the mapping coordinates. (i think so) - how to store the coords that they math with the next tile? Does anybody of you have an idea ho to solve this? I think DUNGEON SIEGE is the best example of what i mean. ..and i don''t want to make a DS clone (NEVER!!!), i just want to know how it work''s! many thanks in advance, - Christoph -

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your question is too complicated and requires too long to answer, I doubt anybody would reply because of the amount of time it would take to make a thorough answer. Work on your own and then ask specific and easier to answer questions that help you put the puzzle together on your own. (pun intended)

I've thought about this though, I figure the height would be interpolated along the plane of the ground. If you are giving the tiles the ability to be slanted.

Not sure if thats even what your question is about though.

also in reply, bridges are easily implemented on height maps, hanging cliffs not so easily.


[edited by - Xanthen on January 22, 2003 5:32:44 PM]

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I have played dungeon siege and have experiment a little the map editor. All the terrain in DS are 3d models.
its just that...
In the map editor you put the models togeter and you get the terrain with wall and stuff.

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