Moving Right Along


So, now we understand why terrains need to be modeled, and what our options are for obtaining real-world terrain data. If we aren't modeling a real location, we've seen how we can create our own imaginary terrain using Paint Shop Pro, so that we can satisfy the needs of our game. We also looked at terrain cover, and how to create images for use as terrain cover.

We also learned about some of the visual anomalies, like terrain tiling seams that might make our terrains less pleasing, and how we can go about fixing those issues.

Earlier in the chapter, Figure 12.8 showed an example of a finished terrain, with some hills in the distance, and terrain cover applied.

In the next chapter, we'll learn a pair of new tools, MilkShape and UV Mapper.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net