![]() Now for the final touch, the Abyss would not be complete without some smoke. For the lake shader, I used a seamless lava texture as the luminosity image from. I added a generated heightfield, used a vertical adjust to multiply the height by -1 (so that it becomes a depression) and added a lake over the same spot. It just wouldn’t be the Abyss without some Lava. FrankB’s Advanced Cracks is just the ticket. A sparse population of each of the three types gives just the desired look. Give the Cracks node a more hellish color Then just imported in my own scene and hooked up the same way it’s hooked up in the sample from the forum. A little research on the Planetside forums turned up just the ticket: I marked all of the nodes in the Advanced Cracks group and exported as a clip file It feels like the Abyss needs a cracked floor. Let’s change that color to Fire Engine Redįor a darker horizon, make the Haze horizon colour a darker shade of grey. TG2 re-creates that appearance in the Atmosphere section using the Bluesky Horizon Color The Earth’s sky appears blue because our atmosphere scatters blue photons. Here’s a preview of the final productįor the land, I created a standard fractal heightmap in the background for higher hills and a fractal heightmap in the foreground for the main part of the scene, with the Feature scale reduced to 200 from the default 2000. This tutorial is a walkthrough of how I re-created that place in TG2. The 3D dwarf Model made by "psionic", extract the contents of the dwarf.My upcoming roll playing game session involves the Abyss.eole's QTS Quadtree Terrain System, modified by me (put this qts.bb into the "inc" folder of BlitzTiles), original by eole (included in main program BlitzTiles package).Please notice that you'll need additional two components to run BlitzTiles, this is due a license change between Version 1.00 and 1.01: I hope it is successful and you like it.Īnd now finally the download of version 1.01 : blitztiles101.exe I'm working on large outdoor areas in Blitz3D since two and a half year (since i started with Blitz3D) and this is my replacement solution for BlitzTerrains. ![]() But I wanted to share it with the community NOW. I've been working a whole month on this project and I still think that it is not finished. Or leave it like it is and use it as a base for you own projects. One possible improvement could be to add fractal subdivision close to the player to increase the detail level or even add texture splatting close to it and use BlitzTiles just for average / far distances. If you think you can improve it then DO IT because I publish this project under a modified BSD license and the code is free! Certainly there is place for improvment but I reached the limit of my skills now (but it is running nice at this point, approx. You can use BlitzTiles for different projects, for Roleplaying, Egoshooter or just outdoor 3D games. Here are the screenshots of the three maps: For the sake of completeness I added the original source of TerraTiles with some functions not used in BlitzTiles but they can be still interesting for your own projects. And I describe the creation of a new scene using 元DT in a tutorial. The package contains three well optimized demo maps to show these features, additional there is a help file in CHM format included (Windows help) with a complete documentation of all INI settings explained, media files and the source.
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