Re: Friday Facts #219 - Cliffs
Posted: Sat Dec 16, 2017 12:22 am
are they already in the experimental?
Yes.doppelEben wrote:are they already in the experimental?
oh my bad. just wanted to see the new start and started without config the world generator; and so there werent any cliffs I saw. Now checked again with the settings and voila; all fineMasterBuilder wrote:Yes.doppelEben wrote:are they already in the experimental?
It does generate a height map. This is why you can get no cliffs in some areas at all cause the hills are too steep due to low noise level.Ranakastrasz wrote:You don't so much as destroy the cliffs as install a ramp. Kinda..
Its still weird, and the generation is still pretty off.
Maybe if it generated a height map, and anything above a level of steepness would become a cliff. And with a second set of something that cuts out ramps.
Might look better then, and significant height changes would correspond on all sides.
Huh, really? Interesting. Didn't realize that. Seemed from the post that it generated a bunch of lines, and placed cliffs on those. I suppose it makes sense that those lines are essentially the borders between thresholds of height-maps.PacifyerGrey wrote:It does generate a height map. This is why you can get no cliffs in some areas at all cause the hills are too steep due to low noise level.Ranakastrasz wrote:You don't so much as destroy the cliffs as install a ramp. Kinda..
Its still weird, and the generation is still pretty off.
Maybe if it generated a height map, and anything above a level of steepness would become a cliff. And with a second set of something that cuts out ramps.
Might look better then, and significant height changes would correspond on all sides.
In other words: it's partially based on the heightmap, and partially completely made up.Twinsen in the FFF wrote:In the end I removed the slope calculation. We still check that edges cross a threshold elevation, but instead of using slope as the second factor for cliff placement, there's an additional noise layer called 'cliffiness' which applies equally to the north-south and east-west edges. That fact that this noise layer is completely independent of elevation has the added benefit that it's easier to tweak, e.g. to ensure that there are gaps in cliff faces every so often.
omg RA3 was such an amazing game... I personally feel it was the king of the non-3d rts.Satellence wrote: Mon Dec 04, 2017 7:20 am This is amazing!
You shuld add a way to build bridges, and cliffs with pipes and conveyor belts.
Wah:
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Yeah I think they are avoiding stuff like that because it starts us down the height map road.Satellence wrote: Mon Dec 04, 2017 7:43 am Also for better view upper terrain should be little bright.
terrain.gif