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Need advice to create a grid that follow a terrain

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#1 metalchouchen   Members   

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Posted 30 August 2013 - 03:48 PM

Hello,

 

I'm looking for some tips to reproduce a grid like this screenshot (take from Blackguards http://www.daedalic.de/en/game/Blackguards#1).

 

 

Blackguards_1021005.png

 

If someone has an idea ? I thinks the grid is made by procedural generation, but I don't know how they can do to follow the terrain like that.

 

Thanks for any answer!



#2 R-type   Members   

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Posted 30 August 2013 - 08:22 PM

I can think of several ways to do this all depending on the amount and sizes of the maps:

 

The grid is most likely "fixed" meaning that the center of the grid is always at 0,0,0 in world space

 

- manual: simplest, make an editor where you can "mark" cells to be usable in the game

 

- semi/manual: make an editor where you mark areas (similar to collision/nav meshes) that can be used in the game, then the editor will figure out which cells fully fit inside those meshes. You could do this by checking for every cell if all 6 points are inside.

 

- automatic: the editor figures out what areas of of the visual meshes are around a certain height and then figures out which cells fully fit in there

 

Last 2 could be combined with the first to correct miscalculations by hand.


Edited by R-type, 30 August 2013 - 08:23 PM.


#3 deftware   Prime Members   

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Posted 31 August 2013 - 05:39 AM

just use a tiling grid texture drawn using the terrain geometry.



#4 metalchouchen   Members   

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Posted 31 August 2013 - 06:49 AM

Ok,

 

If I understand well, there is only one terrain mesh with a ground texture + a grid texture on it ?

 

That I'm not understand is why the grid recover some stone over this ground ?

 

Blackguards_1021005.png



#5 GuardianX   Members   

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Posted 31 August 2013 - 02:27 PM

Because it is probably a projected texture.



#6 metalchouchen   Members   

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Posted 02 September 2013 - 02:58 AM

Thanks GuardianX,

 

I'm starting making some test on unity3d (http://docs.unity3d.com/Documentation/Components/class-Projector.html) I've some shader problem but I think it's the solution too.






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