Hy all!
I'm new, this is my little story:
I was a videogame developer (some years ago, with italian static football management games) ... Now like "graphic artist" I'm working like freelance and using 3dsmax to have architectural rendering only and some other co-operations...
One of this, is create 3d low poly models (in Maya) for a 3d rt in opengl.... My coders are engineers, and they don't "know" anything about 3dgames.
This 3d engine is very very simple (nothing about actuals videogame like) ... only diffuse and ambient simulation, no multitexturing, no pixels shading, no vertex shading no large textures, no any advaced features.... But the simulator is "real", it must replicate real ambients (sorry real, would be mean real in reality, who exists in the world, not like effects).... This is a train simulator to help people that will be trains-driver in the reality...
My problem is to create realistic territory, terrain, using texturing, realistic grass, mountain and rocks.... But I don't know anything of real 3d videogames.... Anyone can help me to became a little graphic for this role?....
Which is the techniques to do grass, mountain, and more, to uvw mapping the scene using seamless textures?!?....
How can we simulate the altitude effects with textures?....
We cannot have scene "precalculate" so we have not a big terrain mesh with precalculate uv-map.... (like 3d cars games) or better, it is precalculate but the terrain can change everywhere using real GIS.... I can't mapping this scenes and so on...
help me!
Thank you
Replies
If no multitexture, then you'll probably have to tile a single texture over a large area. Where you want to change to another texture, you'll have a hard seam along triangle edges.
If it uses real-world data for the land shape, you might want to look into using satellite imagery for the textures... but that requires big textures or else cutting up those big photos into lots and lots of unique little textures. This also cause the photos to get blurry up close.
These two images will now tile edge to edge with one another, but will look different enough to add variation.
Now face map the terrain grid geometry. Use the tile variations wherever necessary to help alleviate repetition.
This is the old school way to do things. Ideally you have some sort of multi-texturing that can be controlled by alpha/grayscale images.
I understood!.... So I don't know if we can do that, because We have, before a regular mapped grid and than a optimized grid, with same UV coordinates... And there would be a simple code that generate UV mapping of our grid using this tecniques.... A texture divided in 4 (256x256, for ex, with 4 texture grass inside, seamless but different 128x128) and mapping random "quads" using the same map but putting it from 0 to 0.5 in U and V and to 0.5 to 1 in alternate....
:-/
We work in OpenGL....
They say that we have a problem like this:
now one OpenGL session is one thread...
There are any solution to have a multithreading on a single OpenGL session?....
They tried to send any command to a thread current in use, but in anyway returned back an error.... So, they say, this is a problem of OpenGL....
There are any solution?... Even using hardware technologies?
thanks
search for multi-threading over there