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Terrain and Wheatfield in 3d Gamestudio

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Uploaded by on Mar 3, 2008

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.

Category:

Film & Animation

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License:

Standard YouTube License

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Uploader Comments (IknowWhatImherefor)

  • you did this with 3d gamestudio? what level editor did you use wed or another one?

  • This was done in 3d Gamestudio, using WED.

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All Comments (5)

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  • wow

    the sky is realy nice

  • When I add a skin to my terrain imported from Terragen it's just white in 3dGS ;'O

    Please tell me why

  • looks like an awesome game and you are an awesome editor!

  • nice! I alway give the skycube a rotate action than it looks like the clouds are moving.^^

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