Author Topic: blender level creator script  (Read 2838 times)

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BielBdeLuna

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Re: blender level creator script
« Reply #30 on: April 12, 2015, 06:51:11 PM »
great thanks!

I wonder, could we left the possibility of n weight channels per vertex, for future expansion of the tech?

so in the future we could paint flora and effects via n weight channels

it could go like this:

 ( posX, posY, posZ, posU, posV ,normalX, nomalY, normalZ ) ( wheight0 wheight1 ... weightn )
       * amount of vertices

so wheight0 would be the amount of weight that vertex has on channel 0, channel 0 being whatever we ask it to be through the code.
what do you think?

trebor

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Re: blender level creator script
« Reply #31 on: April 14, 2015, 03:28:24 AM »
The vertex information is mapped to idDrawVert. So you only have 2 RGBA channels with color information.
But terrain rendering with vertex color interpolation sucks. I did a lot terrain rendering research for a commercial project and it is the best to use multiple splat maps and write a tool how to mix them.
Simply use textures and each channel references an albedo/normal combination. It would require a terrain interaction shader but is worth. Sikkpin did something similar.

BielBdeLuna

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Re: blender level creator script
« Reply #32 on: April 14, 2015, 11:17:14 AM »
but it could be useful on other than combining textures, maybe we can do our own DrawVert with n channels?

this way we could paint trees and other plants, and also paint effects in the vertex


for strictly terrain texture there is the megatexture tech for doom3 which is somewhat more limited than the stuff on quake wars enemy territory but somewhere in the web there is that mod.

a splat map is a map made of several positioned and rotated decals all forming a mega texture?