Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#454
juanjpro wrote:
Mirocaine wrote:I'm an old timer too!

Oh.. the beast.. well technically it's done, I've just got a couple more ghetto animations to finish. Then convince someone to program it all in and run tests.

Man I just want to get it done.
I can keep working on it, maybe I can make some simple AI for the first release of the forest.
You guys really need to release this before 1.0! It looks awesome.
Image

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#456
chris0matic wrote:I dont like how 860 is just a flat plain, I'd like it better if it was more hilly with winding paths and such. :D
On that subject, recently a new indie game has come out called The Cursed Forest. Despite its bland name, it manages to capture the atmosphere of a haunted forest really well. Worth checking it out to get some inspiration I'd say. It's also kinda divided in different parts, so it has a swamp area, a foggy space, seemingly safe and cosy places, a pitch black area, and so on.
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#457
I did a little experiment with juanjpro's forest generation code and pre-made forest tiles, and so far it seems promising.

http://i57.tinypic.com/6dzq5u.jpg
http://i61.tinypic.com/2i73jmc.jpg
http://i58.tinypic.com/mici8p.jpg

It generates a path using juanjpro's algorithm, but each tile is a large mesh generated from a heightmap image. There are different tiles for straight paths, curves and intersections, similar to the rooms in the facility. The slopes surrounding the path stop the player from wandering out of the terrain.

Now it just needs a texture for the path and the trees and other details and it should look like a proper forest.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#458
Regalis wrote:
Spoiler
I did a little experiment with juanjpro's forest generation code and pre-made forest tiles, and so far it seems promising.

http://i57.tinypic.com/6dzq5u.jpg
http://i61.tinypic.com/2i73jmc.jpg
http://i58.tinypic.com/mici8p.jpg

It generates a path using juanjpro's algorithm, but each tile is a large mesh generated from a heightmap image. There are different tiles for straight paths, curves and intersections, similar to the rooms in the facility. The slopes surrounding the path stop the player from wandering out of the terrain.

Now it just needs a texture for the path and the trees and other details and it should look like a proper forest.
That looks great! By "juanjpro's forest generation code", do you mean the algorithm I made based on MonocleBios' description or risingstar64's algorithm (which I ported once he shared the source code)?

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#459
Regalis wrote:I did a little experiment with juanjpro's forest generation code and pre-made forest tiles, and so far it seems promising.

http://i57.tinypic.com/6dzq5u.jpg
http://i61.tinypic.com/2i73jmc.jpg
http://i58.tinypic.com/mici8p.jpg

It generates a path using juanjpro's algorithm, but each tile is a large mesh generated from a heightmap image. There are different tiles for straight paths, curves and intersections, similar to the rooms in the facility. The slopes surrounding the path stop the player from wandering out of the terrain.

Now it just needs a texture for the path and the trees and other details and it should look like a proper forest.
Wow, I guess this means that it's generating a big maze. Very cool! How is the work on the forest monster and the key itself going?
Do you think NASA invented thunderstorms to cover up the sound of space battles?

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#460
Regalis wrote:I did a little experiment with juanjpro's forest generation code and pre-made forest tiles, and so far it seems promising.

http://i57.tinypic.com/6dzq5u.jpg
http://i61.tinypic.com/2i73jmc.jpg
http://i58.tinypic.com/mici8p.jpg

It generates a path using juanjpro's algorithm, but each tile is a large mesh generated from a heightmap image. There are different tiles for straight paths, curves and intersections, similar to the rooms in the facility. The slopes surrounding the path stop the player from wandering out of the terrain.

Now it just needs a texture for the path and the trees and other details and it should look like a proper forest.

Heightmaps..

why didn't I think of that.




:<

Well this is great! A solution to prevent the player from leaving the forest, I still have those forest assets (trees, rocks, etc) Do you want those too? I made sure the tree's look somewhat decent but are very lowpoly and you can have about 30 on the screen at once without it going over 10,000 polys. (About 2 tree's each in a random position per tile, with slightly offset rotations).