Roads on a Landscape

szerg

02-02-2007 22:37:55

Hi guyz,
i'm a bit new at ogre...
i've heard some things about octree (ogreaddons/dotsceneoctree) i complied it succesfully but i cant really see through what it is really used and good for... is there a better way?

for example if i had a big landscape with a road web, with some buildings that would be hard to display in one piece... could this dotsceneoctree 's thing "slice" my terrain&roads&buildings and use them like a paging landscape?
and is there a good modeler program to do this?

and at the beginning of loading the game a mesh would be loaded with lesser detail than rendered and it would be loaded for ode..

tx, szerg
(sorry for my poor english..., and for my ignorant knowledge of octree & ogre ^^)

termit7577

03-02-2007 20:17:48

Octree is fine for what you are saying (since it does give better results, than generic). But, if you want to slice, and do it like with paging... Well, if your scene is indeed that big, I suggest you do use Paging Landscape Scene Maganer (even if your landscape is a mesh, not a heightmap), since it is better at "splitting". In terms of 3D software, well, its really the same thing... Just use any package and then export as usual... See demos with paging landscape to get some ideas.

szerg

04-02-2007 15:46:48

hii
nearly everything came together in my mind, but i still havent a clue how could i easily model the road web i started it with wings 3d but its a bit slow with it...
ive been thinking about some kind of road laying system... dou cou know Rigs of Rods? it uses smthng like that, but i'd need a better one... i mean in ror there's big difference in height between road blocks what is not nice..
have you any clue for a solution?

termit7577

05-02-2007 20:33:17

Hope, I can give you some clues on that matter.
First of all, what kind of app are you making? Something similar to the truck simulator? (btw, I know Rigs of Rods). Well, then as I see it, you don't need a highly detailed road mesh as such. Why not to use a texture placed atop the landscape mesh? Might do the trick. However, if you are making a *BIG* world, then I'd say, heightmaps would have to be present... Performance after all :D
OR, you can do: 1 mesh for landscape, 1 for roads. Both have different physical properties (i.e. different friction, bounciness, etc.) That would do the trick. Now, how to model? Simply, use (well, I use 3ds max, but any other soft would do) a landscape creation via splines (there are plenty of such tutorials for every programm). Then, use splines once more to help you design your beautiful roads (literraly). Moreover, use CorelDraw to do the 2D vector things for you (end result - perfect graphics). :D

szerg

06-02-2007 14:17:00

hi!
so im making a map like in GTA or in NFS UG.. and some cars on it racing... but for a smaller area...
i started doing the modeling of the map in Blender: see
(it will be only a test... not ready yet...............)
and im sure i wont use this for the game

some other guy on Main Forums/Help also gave me some other hints and thoughts about the road system... but it's a bit more for me to just read it, i'll check it too as soon as i have some time..
see the forum: http://www.ogre3d.org/phpBB2/viewtopic.php?p=201296