diff options
author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
---|---|---|
committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-December/000813.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
Initial commit
Diffstat (limited to 'pipermail/nel/2001-December/000813.html')
-rw-r--r-- | pipermail/nel/2001-December/000813.html | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/pipermail/nel/2001-December/000813.html b/pipermail/nel/2001-December/000813.html new file mode 100644 index 00000000..bf341918 --- /dev/null +++ b/pipermail/nel/2001-December/000813.html @@ -0,0 +1,97 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Landscapes without 3DSMax</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:psiegel%40geneticanomalies.com"> + <LINK REL="Previous" HREF="000803.html"> + <LINK REL="Next" HREF="000814.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Landscapes without 3DSMax</H1> + <B>Paul Siegel</B> + <A HREF="mailto:psiegel%40geneticanomalies.com" + TITLE="[Nel] Landscapes without 3DSMax">psiegel@geneticanomalies.com</A><BR> + <I>Fri, 14 Dec 2001 08:43:24 -0500</I> + <P><UL> + <LI> Previous message: <A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question</A></li> + <LI> Next message: <A HREF="000814.html">[Nel] Gamer question</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#813">[ date ]</a> + <a href="thread.html#813">[ thread ]</a> + <a href="subject.html#813">[ subject ]</a> + <a href="author.html#813">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>><i> Using the 3d lib at lowlevel (all the others header files) allow you to +</I>><i> quilckly create patches and landscape zones. It is really simple to +</I>><i> export some bezier quad patches from Blender +</I>><i> (does blender have bezier patches ?) into a .zone file using a small +</I>><i> plugin. Simple C++ classes are provided to "Builb" the ".zone" c++ +</I>><i> objects. Then serialisation is used to save them +</I>><i> in binary files. +</I> +Ok, this will be my first project. Besides Blender, I'm also looking at +OpenFX (www.openfx.org). Unfortunately, I'm a coder not a graphic artist. +I can't say I'm too learned on how to create bezier patches using either +program, so I'm going to have to do a bit of research before I even start +this. If there are any artists out there with some input (especially +something like "Blender doesn't support bezier patches") I'd love to hear +from you. Hopefully it shouldn't take too long to make either a file +translator or some kind of export plugin for one of the apps, once I learn +how to make the content using one of the aforementioned apps. + +><i> The hardest part is the patch painter that allow you to paint tiles, +</I>vertex +><i> color and displacement map over the landscape zone patches. At +</I>><i> nevrax, this is done by the artists using a 3dsmax plugin +</I>><i> (nel_patch_paint). If you can't use 3dsmax, you can perhaps +</I>><i> generate the painting or rewrite a little ingame zone painter or why +</I>><i> not, a blender painter plugin... +</I> +Right, this will be phase 2. I was sort of expecting this to be the hard +part. + +><i> You have to know that the painter algorithm that put tiles over the +</I>><i> landscape is not trivial at all. If you are short on time, a good +</I>><i> solution is to generate painting, as most of the heightfield +</I>><i> landscapes do. +</I> +Can you elaborate on this? Are you talking about coming up with some kind +of algorithm to color the geometries instead of using textures? I don't +follow. + +><i> The postprocess to weld the zones together and compute the lighting will +</I>><i> stay the same as far as you generate ".zone" files. +</I> +Right, I'm assuming that once the .zone files are generated, I can follow +the process used with 3DS Max. + +Thanks for the feedback Cyril. It's nice to see how much input the official +team has on this list. + +Paul + + +</pre> + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000803.html">GPL specifics -- was: [Nel] Gamer question</A></li> + <LI> Next message: <A HREF="000814.html">[Nel] Gamer question</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#813">[ date ]</a> + <a href="thread.html#813">[ thread ]</a> + <a href="subject.html#813">[ subject ]</a> + <a href="author.html#813">[ author ]</a> + </LI> + </UL> +</body></html> |