Jump to content
  • Advertisement
Sign in to follow this  
Medo Mex

Terrain Mountain Far with Less Details

This topic is 2229 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have a terrain and looking to make the FAR mountains have less details like the attached screenshot.

Share this post


Link to post
Share on other sites
Advertisement
You can look into Level Of Detail (LOD) techniques for this. I read an interesting article in the game programming gems series that used something called interlocking tiles. This technique assumes your terrain is laid out as a grid where the vertices are evenly spaced on the x and z plane.

It sections off the entire terrain into "tiles" that are a fixed size (like 64x64 for example). By having the same size tiles making up your terrain, you can use an index buffer to draw each one separately. The idea is that you can have multiple index buffers, where the first one has the highest level of detail (LOD), and the last one has the lowest level of detail, maybe only 2 triangles.

The terrain tiles that are closest to the camera use the highest LOD index buffer, while the furthest terrain tiles from the camera use the lowest.

There's a little more to the idea, but overall it's a pretty simple one. I'll attach an image of two tiles that use different index buffers. If your interested in the article, its the second game programming gems book, article 4.2.

Share this post


Link to post
Share on other sites

I have the terrain made in 3Ds Max, how can I change the LOD?


Are you saying that your terrain is an actual mesh? If so, you should look into heightmaps and convert the 3DS Max terrain you created into a heightmap...
Then look into these terrain LOD papers and choose one that fits yours need.

Share this post


Link to post
Share on other sites
Yes, the terrain is actually a mesh that I made in 3Ds Max, was made using a height map in 3Ds Max.

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]

[background=rgb(250, 251, 252)]> Then look into these [/background]

[/font]terrain LOD papers[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]

[background=rgb(250, 251, 252)] and choose one that fits yours need.[/background]

[/font]
[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]

[background=rgb(250, 251, 252)]Not sure where to go. [/background]

[/font]

Share this post


Link to post
Share on other sites
that's a nice page of terrain techniques

Just start clicking on the links in that page until you find the technique you want to use, almost all the links will bring you to techniques that answer your question here.

about the terrain you made, just use the heightmap you made the terrain with in 3ds max. It's really easy to load in a heightmap in code and create terrain. just create a grid, then use the heightmap's pixels to determine the height of each vertex in the grid Edited by iedoc

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!