juanjpro wrote:Mirocaine wrote:So now we want to do this through a dynamic mesh? I originally had a tile system implemented that worked out alright.. but if a dynamic mesh system could be implemented that might be cooler.. Whatevers more convenient for you
Does this mean I should probably finish those concrete wall models for the mesh? Or can that be generated?
Walls can be generated, but if you're modelling them, that might look better. Modeled tiles might also look better than the current dynamic mesh, but the forest wouldn't be completely randomized.
I think tiles would be best, though the dynamic mesh is an interesting idea (never knew Blitz3D could do such a thing) but its looking a little low-poly based on the screenshots. Although it would solve the problem of perhaps having hills or ravines later on. I think the tiles would still be sufficiently randomized. (Each tile has 2 tree's in a random spot on it, maybe a rock or twig; some "special" tiles spawn in some areas of the map, etc).
Heres the tile package (hardly believe I saved it) It has several tiles all in .b3d format
http://www.mediafire.com/download/yoo3x ... _scpcb.zip
Apparently I still didn't convert the trees or rocks to .b3d so I'll have to do that later on. I don't think I included walls in that either, just pathway tiles, forest floor tiles and one "Special" tile that involved a hole in the ground.