Update V3d
As announced, here follows Update V 3d, featuring a more 1:1 conversion of the colors compared to when seen in the Generator: more contrast and color saturation. However the trees are still relatively dark, this is mostly to disguise the fact that they are ultra low poly (4 triangles per tree) and are actually meant to be replaced or overdrawn by detailed versions in WebGL too, when close to the player, like in the generator walktrough mode.
As some tooth issue is preventing me from working a lot, I used this relatively painfree day to slap things together and release this version, but I wouldn't consider it "fine-tuned", so hopefully I can optimize it further in the near future. This release also contains the exported meshes, so people who had problems running the EXE can at least load the default models in CopperCube.
Also in this version I added support for configuration of sea ground and beach color. Try eg. 0,50,127 for very blue water, or even 0,255,255 for a tropical turquoise. That being said, I'd like to try this with palm trees too. Note the LOD tree texture could be replaced, it must contain the tree viewed from 4 angles: 0 (top left),45(top right),90(bottom left) and 135 (bottom right) degrees. and these must fit in a triangle that is centered for each of the 4 views, going from the bottom corners to the top middle point. The texture could hold a 2nd tree texture set in the free space outside these triangles, which is planned for future versions. That is then still just one material.
The file also contains a fogbox mesh. The problems in CC with the combination of fog and alpha-masked textures forced me to use this substitute, which may slow things a little bit down, but not much actually. Attach a joint to the camera in CC, then the fogbox to the joint, position it at the same location as the camera, scale it about 400x in all directions.
Also try to fiddle with the textures to get less clumping at the edges of masked textures. This is still one of the things that looks much better in Blitz3D, but only because there I can use plain alpha textures (flag 2, not mask-mode 4) as they are z-sorted manually. In CC, the by-ref-alpha masking mode ("for plants") with it's perfect z-sorting comes with a price tag, and that is sharp edges on masked textures. But maybe I'll find some way to fix that as well - we'll see. Meanwhile, have fun with it.
BTW. if you prefer the 3C version, because even when it's darker, the grass may be a bit better adjusted to the ground color etc. of course that is entirely up to you.
Files
Get Fancy Procedural Terrain
Fancy Procedural Terrain
Procedural Terrain Generator with Vegetation and Water
Status | Prototype |
Category | Tool |
Author | jfkEO1010etc |
Tags | blitz3d, cubemapping, lod, Procedural Generation, terrain |
More posts
- Trees Tweaking Utility releasedFeb 18, 2022
- On Collision with TreesFeb 16, 2022
- Update aheadFeb 05, 2022
- Version 3c can save all meshes for CopperCubeFeb 04, 2022
- Save Terrain Mesh for CopperlichtJan 20, 2022
Comments
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This is really good and I may have to use this in some project or other. Has an amazing Oblivion vibe
Thanks a lot! Oblivion, wow, that's a compliment.