This is an early test level I made to play around with new scripting systems. I wanted to implement these functions/effects for future games I plan to make.
1. Terrain Grid
This is a system that arranges 6 seperate terrain models and "stitches" them together, so I would be able to have large terrains, and have the chunks farthest from the camera switch to a lower resolution LOD model. I would be able to assign different shaders for different "tiles". Trees and grass are created and destroyed on the fly based on camera distance.
2. Simple "Volumetric" clouds
There is nothing volumetric about these clouds, other than them being billboard sprites bunched together. A single cloud entity spawns childeren sprites around itself randomly. I was pleased with the affect, and much of it is based on having a good cloud sprite (made in photoshop)
3. Wheatfield
I absolutly love huge endless wheatfields so I tried to make an LOD system that would be able to handle large amounts of sprites. If the camera is farthest way from the wheat field patch, a huge LOD model appeared while the wheat sprites disappeared. When the camera came close, the sprites appeared. I tried to make the transition somewhat smooth and unnoticable.
you did this with 3d gamestudio? what level editor did you use wed or another one?
TorilSniyen 3 years ago
This was done in 3d Gamestudio, using WED.
IknowWhatImherefor 3 years ago