simple RTS game engine

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3 comments, last by Marty666 21 years, 1 month ago
Hi! I''m planning on making a very simple RTS game engine, no models or collision detection yet, just a nicely textured landscape. I''ve allready done heightmaps, but when i started my first one with dynamic LOD and octrees it became nothing... Now i''m planning to restrict the camera angle so that you allways look down, so i can just simply calculate the maximum x en y coordinates of my landscape (z=up) and only render that part. I''m telling this because I know how to texture a big landscape, with one big texture and detail textures and all. But i''d like to have a lot more texture quality and detail (like edges of patches of grass, roads, rocks, etc). I was planning to make an editor like the old warcraft level editors where i can just add a texture (for example grass) to my brush and draw on the landscape, the edges would be done automaticly. Which appoach for texturing should i use? Tiles? Decal textures for roads? Or again one big texture, but just with a lot of detail? This would use a lot of mem though, I dunno... Please give some advice, Marty
_____ /____ /|| | || MtY | ||_____|/Marty
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I would highly recomend you use a small texture that has everything, and then apply a tiled detail texture over it.

-~-The Cow of Darkness-~-
-~-The Cow of Darkness-~-
Is this how the c&c generals or warcraft 3 type engines work?

Marty
_____ /____ /|| | || MtY | ||_____|/Marty
Not sure, but it looks extremely sweet...

-~-The Cow of Darkness-~-
-~-The Cow of Darkness-~-
So now i have a big blocky texture and a detail texture. It looks really cool. Those blocks even seem to smooth out under the detail texture. Now how do I create differences in detail texture (for example grass detail for grass and rock for rocks)?not with smooth transitions, but edges. Grass doesn''t just smoothly change into rock, right?

Marty
_____ /____ /|| | || MtY | ||_____|/Marty

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