rubasurex
01-05-2006 10:34:19
Hi, I'm in the process of developing a basic RTS game at the moment to help me learn Ogre and PLSM2. Basically I want to have a map (generated from a heighmap), which will use splatting and deformable terrain. I'm not really interested in the whole paging aspect of PLSM2 since the map is quite small and doesn't need to page.
I'm wondering what would be the best texture mode (and possibly other settings) to use to achieve the following:
1. Splatting with at least 4 textures, but ideally a few more if possible.
2. Deformable terrain, with the splatting updating in real-time based on the deformed terrain (i.e. the texture should change as the height and slope changes in real-time).
3. Dynamic lighting (from the sun for example), that should take the deformed terrain into account.
4. Real-time terrain painting using the splats. For example, if an explosion happens on the terrain, I want to be able to remove the grass texture at that spot to expose the dirt texture.
I've read up a lot of forum posts and wiki information. It seems as though PLSM2 supports the features, I'm just not sure which settings and which texture mode I should be using to achieve this.
I'm not expecting a full write up on exactly what I need to do, just some advice to point me in the right direction. Thanks.
I'm wondering what would be the best texture mode (and possibly other settings) to use to achieve the following:
1. Splatting with at least 4 textures, but ideally a few more if possible.
2. Deformable terrain, with the splatting updating in real-time based on the deformed terrain (i.e. the texture should change as the height and slope changes in real-time).
3. Dynamic lighting (from the sun for example), that should take the deformed terrain into account.
4. Real-time terrain painting using the splats. For example, if an explosion happens on the terrain, I want to be able to remove the grass texture at that spot to expose the dirt texture.
I've read up a lot of forum posts and wiki information. It seems as though PLSM2 supports the features, I'm just not sure which settings and which texture mode I should be using to achieve this.
I'm not expecting a full write up on exactly what I need to do, just some advice to point me in the right direction. Thanks.