I must accept it: I’m completely lost when it comes to 3D games world modeling. For 1 year I have been searching the net for tutorials about this, but I have never found that (at most, terrain modeling via heightmaps or interior scenes, but never a complete exterior scene with paths, roads and so).
Honestly, I don’t know why. They are not like the character modeling tutorials, wich you can find them even in the newspapers .
Anyway , I want to make a park level for an RPG but I don’t know exactly what to do.
Hope you can help me if this question has to do with Panda .
Dirt and brick roads
Ok, I have my base grassy terrain but I want it to have a dirt path or something that nicely blends with the grass around it.
I think in high end modeling packages they make this by composing layers, using an alpha mask to make the trick. But I can’t imagine how to do this using a real time rendering engine like Panda3D.
Maybe it’s possible by multitexturing the terrain or so, but I don’t know how to do so (I have read the corresponding part in the manual) and I don’t think this would be suitable because the alpha mask resolution; that should be hi-res or the path will be blurry, I think.
So, I watched Zelda Ocarina of Time (a game wich I want mine to be similar for the art concerns) and I saw that it seems they modeled the path as a mesh that lies a bit over the base terrain and then they applied a transparency map to the road mesh in order to achieve the dirt path and the blending effect.
Ahm… this is what I have:
Of course, it has no texture nor opacity map yet. In fact, it is just a rough test , but my question is: What do you think about my idea to make paths, roads and such?
Trees
I perfectly know the last question has not much to with Panda, but the next question sure has to do .
Because it is a park, obviously I want it to have a lot of trees and I can think about three posibilities that anyway lead me to some question.
The least practical and the one I am not even considering seriously: Putting hundreds of low poly trees (maybe 500 polys each?) and then exporting all the world together like if it was a multimesh single model.
Come out with a Nintendo 64-ish solution and put planes with a texture that simulates an array of trees.
I can do this and maybe is the right answer, but I’m sure I wouldn’t like to use this because of the poor quality effect it provokes .
And the feasible but hard-working solution: Using billboards.
They would look just great and I think they are not so expensive, but I’m not really sure.
The first problem is that there must be a considerably large quantity of these and I know it’s not a good idea to have thousands of objects with very few vertices (maybe not thousands, because I can re-design the park and squeeze it so there should be less trees… maybe 200, I don’t really know).
Then, if I’m using billboards they need to be separated meshes, because of the transparency issues and the billboard effect itself.
AND, well… supose you tell me it’s not such a bad idea to have a few hundreds or dozens of 4 verts planes, but this leads me to another question: Do I really have to hand code the position, scale and type of tree I want to have… for every tree in the scene???
Ok, maybe there’s no need to hard-python-code this, but at least this info has to be in an external file or something… which maybe I have to hand write or something x_X.
A more general question
In fact, the last option (the billboard one) makes me think about other thing that is somewhat obvious, but I’ll ask it anyway because I want to be sure : Any time you want to add something with a “special behaviour” you must hard code it, right? I mean, I think this a sort of “extreme case” where I can’t just try to label each tree by using egg-opt-char because of the transparency issues when you have a single model with several “transparency layers” (hope you understand what I’m trying to say , I must say I am a complete brute when it comes to explaining things in a foreign language ).
Well. I’m really sorry if my noob questions have not “that much” to do with Panda, but believe me, I really don’t know where else to ask this or what to do. As I said, there are many tutorials about interiors modeling (… and for Quake-styled games) or terrain modeling but nothing aimed towards games.
Thanks in advance and excuse me for any inconvenience .