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Skyline Forums Skyline Game Engine Community Forums 2014-08-06T19:35:24+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=32&t=695 2014-08-06T19:35:24+01:00 2014-08-06T19:35:24+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2718#p2718 <![CDATA[Re: Feature: Terrain Surface Detection]]> Statistics: Posted by SolarPortal — 06 Aug 2014, 19:35


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2014-08-06T16:51:08+01:00 2014-08-06T16:51:08+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2717#p2717 <![CDATA[Re: Feature: Terrain Surface Detection]]> Statistics: Posted by pgadesertrat — 06 Aug 2014, 16:51


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2014-08-06T13:30:11+01:00 2014-08-06T13:30:11+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2716#p2716 <![CDATA[Re: Feature: Terrain Surface Detection]]> Statistics: Posted by howler — 06 Aug 2014, 13:30


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2014-08-06T09:51:55+01:00 2014-08-06T09:51:55+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2715#p2715 <![CDATA[Re: Feature: Terrain Surface Detection]]> Statistics: Posted by SolarPortal — 06 Aug 2014, 09:51


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2014-08-06T02:41:00+01:00 2014-08-06T02:41:00+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2714#p2714 <![CDATA[Re: Feature: Terrain Surface Detection]]>
I do have a few questions regarding some design tools that in our case will be essential.

1) Are there plans to increase the number of materials (textures) that can be applied to the terrain? We could get by with say 8 materials but ideally would need around 12 to allow for certain course types. EX: the basic requirements for a typical golf course would be separate materials for tee, fairway, 1st cut rough, primary rough, fringe, green and bunkers. Above these basic surface types you will also commonly find one or more of the following: dirt, waste area, water bed, pine needles, desert, etc. As you can see a max number of 12 materials would be very handy. I understand that this would come at the expense of rendering performance as the norm for other engines is a multiple pass for each set of 4 additional materials.
- If additional terrain materials are not possible then do you think a decal system would be a viable option, especially if tied into #2 below?

2) An extended spline system allowing shapes to be drawn which can then be used as constraints for material application or decal materials. EX: you would draw the shapes for each of the above mentioned areas on each golf hole. Then, using a material fill option you could constrain the material applied to the terrain to be only within the selected shape. Doing so would create cleanly defined edges between each material.


3) The final feature we have had lengthy discussions about is a way to blend the edges between each material in a controlled to create a desired look. EX: transitions between different types of grass on the course are subtle but neither hard edge or gradient blended. In other software I have used for the purpose of golf visualization the common blending method is to a apply an alpha blend material between 2 different surface types. I've attached an example of such a texture.


I do apologize in advance if any of these ideas have been mentioned in recent discussions as I have been away for several months due to a family illness.

Rat

Statistics: Posted by pgadesertrat — 06 Aug 2014, 02:41


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2014-08-01T12:38:43+01:00 2014-08-01T12:38:43+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2710#p2710 <![CDATA[Re: Feature: Terrain Surface Detection]]>
Another 2 commands have been added that will help with this feature:
> terrain.getTextureAtPoint(x,z) - retrieves the texture name on the terrain at that given point
> terrain.getHeightAtPoint(x,z) - retrieves the terrain height value at that point

:D

Statistics: Posted by SolarPortal — 01 Aug 2014, 12:38


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2014-08-01T11:12:15+01:00 2014-08-01T11:12:15+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2709#p2709 <![CDATA[Re: Feature: Terrain Surface Detection]]> :D :D

Statistics: Posted by ant0N — 01 Aug 2014, 11:12


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2014-08-01T10:35:05+01:00 2014-08-01T10:35:05+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=695&p=2708#p2708 <![CDATA[Feature: Terrain Surface Detection]]> another development update. :D

We now have Terrain surface detection.
This means that for each layer on the terrain painting panel; you can specify a surface name for that layer, then using a lua command "terrain.getSurfaceAtPoint(int xPos, int zPos)",will return the surface that exists at that position in world space.

This is useful for golf games and car games and many others, where you can change what happens to physics, particles, sounds etc..
depending on the texture at the specified position.

There is also a new tech demo demostrating this feature. It changes the particles based on the ground surface hit:
Image

This will be in the next update.. coming soon :D

Statistics: Posted by SolarPortal — 01 Aug 2014, 10:35


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