I guess having worked mainly circuit racers, then occlusion wouldn't be much of an issue, as you would be viewing a lot of the track at any one time, and yep LODs would be more efficient. I'm going to make some very windy/hilly mountain tracks, where you really would be only viewing about 5% of the track at once. I…
Well to keep things simple, let's pretend it's just one big mesh, perhaps with some buildings welded into it, foliage to be added in engine. So basically just a big tacetrack with a few buildings. As you may have guessed, I haven't even created the level yet, I just want to know in advance, as creating a level is my next…
Yeah, each "real" terrain piece was centered at export time, then after some swizzling they were written to the proprietary format. Actually IIRC they were all stored in a single binary file, not separate files, so the engine simply pulled out the ones it needed at render time. The special file format was simply to process…
No, the exporter extracts and stores each entity's offset from world center, then moves it to world center for exporting. Artists didn't type any transform values into the note tracks, that would be tediously crazy. Note Tracks (or Custom Attributes) are just a way for a level designer to attach game-specific data to each…
Haha, I didn't think you'd be doing it manually, I thought part of the process could be storing the world coordinate in the note tracks automatically. It does sound superb though that CA's are that versatile, to be able to carry very game specific data, unrelated to the geometry etc. Given CA's and everything else you've…
Ah, thought so. And the note tracks you used, presumably they were used to store each section's world coordinate, so that even though the section itself was centred, it would be positioned where it should be when loaded into the engine? This is something CA's do though right, and that's what I would be better off using?…
Thanks again Eric, these workflow tips are helpful. By the way that morphing tech is very impressive. I know that 2D morphing algorithms are not simple in the slightest, I wonder how they went about that, used some existing 2D morph code then just morphed the verts in 3D, or did the 2D transitions from scratch too. And how…
Hey Eric, do you know why the company is now defunct? It seems a shame that the company of such a clever guy isn't doing better. Also, you know once you'd set the whole level up in chunks, as per the example on your website, how was it all exported? What was the whole export/import workflow from when the level was done, to…