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AquaFerno

Member Since 08 Apr 2012
Offline Last Active Mar 20 2013 09:08 AM

Posts I've Made

In Topic: Depth Issue With 3D Walls

19 March 2013 - 07:47 AM

Can anyone help? I still haven't fixed the problem! :(


In Topic: Depth Issue With 3D Walls

17 March 2013 - 01:05 PM

shouldn't you fix the texture, earase the gray part (set it's alpha to 0) otherwise I can't see the problem !


There is no grey part, It's the background color of the room! The background of the texture is transparent  :sad:

Any other ideas about what the problem is?

In Topic: Finding Z height in heightmap terrain

03 June 2012 - 08:43 AM

How are you computing the camera's z coordinate? Keep in mind that your camera should typically store all of the display parameters as variables (such as from, to, and up vectors). From there, simply move the camera to be relative to the height map (i.e. simply add the camera position offsets).

I use the above script to calculate the z from the terrain. I have figured it out though, it was due to the fact that the data grid was not the correct size - It needed to be 128x128 instead. Thank you for your reply anyway.

In Topic: Large 3d City Map Rendering

10 April 2012 - 03:20 AM

However: you gonna credit the guy who made those road textures? Lul, I can tell you print screened the box of a guy's item for sale in Second Life.


As noted in the first post the textures are available for download on sketchup 3d warehouse. I don't know who originally made them or what the license agreement is to use sketchup models and textures in games and third party products. I assume that if the 3d warehouse is open for downloading models, they are meant to be used. You can find the textures here:

http://sketchup.goog...mp;prevstart=36

I'm stiff confused though - as to how I add hills to to road.


The hills (or terrain if you will) are created by a couple of sin functions multiplied together, and capped at the ground level. Look in the create_tiles() script.

Hope this helps!



How would I add heightmaps instead of using sine functions to generate the terrain? In the description, you mentioned that it is indeed possible to use heightmaps. I know it's relatively easy (with ds_grids to store the data from the z values of each point on the terrain), but I am a bit confused :wacko: and can't see how I would add them. I want to use a 128X128 heightmap with cell sizes of 256X256 (like the tiles in the example) to create the terrain and draw the tiles on to that. Could someone point me in the correct direction for this? :confused: