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Author Topic: Small dungeon as terrain-object  (Read 6992 times)

« on: July 27, 2009, 02:06:16 PM »
Added a dungeon to the terrain object, use if you like :)
I used this to better understand the terrain object and it seems to work out fine.
Manipulating the terrain object has one advantage, you don't need RB+Skinmesh+linking and you get many UV repetitions with the normalmap.
Beware if an 3d Rad update comes with a terrain09 object this will be overwritten.

Sample project and the new "terrain" included in the rar, just unrar into 3d Rad folder.




« Reply #1 on: July 27, 2009, 06:50:26 PM »
wow.
« Reply #2 on: July 27, 2009, 11:41:02 PM »
cool, thanks shadmar!
works great!

Can you share with us in brief the steps you went through to do this?

thanks!
« Reply #3 on: July 28, 2009, 01:26:57 AM »
Hey, that's REALLY good !

Just shows what can be done by applying a little lateral thinking and imagination !
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #4 on: July 28, 2009, 02:29:02 AM »
Very nice, thanx for sharing it shadmar !

We'll make sure not to release any terrain09 object ourselves in the future  :)
« Reply #5 on: July 28, 2009, 05:35:44 AM »
cool, thanks shadmar!
works great!

Can you share with us in brief the steps you went through to do this?

thanks!

I agree with Clandestine, could you describe how?
« Reply #6 on: July 29, 2009, 01:02:36 AM »
Yes I can a write a quick tutor later this evening. :)
« Reply #7 on: July 29, 2009, 01:27:35 AM »
Thanks Shad That looks great with a few blood vessels that could be the Fantastic Voyage.

n_iron 
« Reply #8 on: July 29, 2009, 02:08:19 AM »
Yes I can a write a quick tutor later this evening. :)

thanks man!
« Reply #9 on: July 30, 2009, 01:49:02 AM »
Abit late but..

1. Create your terrain/dungeon/caves/land or whatever and export to static.RB
2. Open it in RAD to create .pol and .ply files, click no so it's static.
3. Now find a free terrain number, terrain01 and terrain09 is used, so let's say terrain07 :
4. Copy and rename the rigidBody_.pol to terrain07_.pol
5. Copy and rename the rigidBody_.ply to terrain07_.ply
6. Copy a normal map, this will be high UV repeated normalmap so keep it simple, call it terrain07_n.dds (you can just copy the existing terrain01_n.dds if you want)
7. Now we need the textured mesh (copy rigidbody_mesh.x), it should be called terrain0700.x and texture should be present in the same directory.
8. Now finally add a .jpg to the index folder called terrain0700.jpg

Final note: if you want several textured meshes to the same terrain collision (as the usual ones), just simply add a terrain0701.x 702.x and so on with corresponding textures.

Good luck :)


« Last Edit: July 30, 2009, 10:07:27 AM by shadmar »
« Reply #10 on: July 30, 2009, 02:57:56 AM »
Thanks a lot Shad!!!

if you want several textured meshes to the same terrain collision (as the usual ones), just simply add a terrain0701.x 702.x and so on with corresponding textures.
we can actually do that?
« Reply #11 on: July 30, 2009, 07:01:57 AM »
Dose not look that hard, thanks. What I like from the other methode is that the RB collision map resolution can be adjusted. I imported once a map and each time the car hit a hill the collosion map resolution at 50 (default) was so heavy that the car was slowing down. On the terrain object it can't be adjusted (yet).
« Last Edit: July 30, 2009, 07:05:01 AM by asterix »
« Reply #12 on: July 30, 2009, 08:19:22 AM »
Thanks for the tutorial.

But here is noob question, how do you get the .pol and .ply files. What format are they and how do you export them. I do not have 3ds
« Reply #13 on: July 30, 2009, 09:46:43 AM »
Thanx for your question Sharp911 !

You can find the answer in the recently updated modeling tutorial

http://www.3drad.com/importing.php

« Reply #14 on: November 29, 2009, 03:30:14 PM »
sweet. add fog and a 1st person cam and look around
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