Thanks for the comments
[i]- Fog and sky
- Something like a water plane[/i]
yeah, still thinking on that, the point is the terrain gen algorythm still dont makes perfect islands, so the map in fact is a obvious square, i’ll implement sky and water once this is fixed
- Smoother terrain
also thinking on that, now the map is just 65x65 nodes, probably i’ll change to 129x129 very soon. in fact, the blocky aspect is made on purpose, to give a retro aspect, and to make many plain areas for not getting dizzy like happens to me in many 3d games, if you dissable de ‘retro’ parameter in the terrain class, the map changes to normal slopes.
- An extra octave for the terrain texturing, so it doesn’t look so ‘patterish’
wow, believe me if i tell you still don’t know what an ‘octave’ is outside the music world
- Baked ambient occlusion-map for terrain
yes, that would be nice, but since the terrain is totally procedurall generated (and that’s a point that wont change i think cause i want infinite parametrical scenarios) i have still to invent a way of making all that also in a procedural way… ufff
PS. Palm trees, pine trees and swamp-like-trees on one island? Smile
hahaha well, i really have to open one day some modelling program and go through one or two tutorials
thanks again for all the advice during these days, still have a question or two, for example:
i managed to implement a bilinear interpolation function but when the model is over a tile wich has 3 vertices on the same elevation and just one over or below it doesn`t work right, cause of course the 2 triangles are not aligned equal… any idea how i can fix that?