Re: creating cliffs

2013-11-19 Thread Tim Leydecker
How about sketchup? You can add a Geo Location to your scene and then check "show terrain". This way, you can pick a nice area you like, expand the Geo Location as you wish (by "Add more Imagery") then export your selection *.obj. The biggest advantage you get from that is real-world scale and

Re: creating cliffs

2013-11-19 Thread francisco criado
Have you tried in cryengine? its quite easy to generate a terrain, and then you can export as obj. Hope it helps. Francisco. On Tuesday, November 19, 2013, Doeke Wartena wrote: > hi, > > i'm working on a hl2 map where i need to make some cliffs. I really > dislike how this works in hl2. So i t

Re: creating cliffs

2013-11-19 Thread Paul Griswold
How is the Vue interface these days? Years ago, NewTek gave away copies of Vue when you bought LW, but Vue's interface was like the Kai's Power Tools of 3D, so I quickly gave up on it. -Paul On Tue, Nov 19, 2013 at 2:14 PM, Emilio Hernandez wrote: > I second the Vue option. It integrates wi

Re: creating cliffs

2013-11-19 Thread Emilio Hernandez
I second the Vue option. It integrates with Softimage and you can build cliffs in no time. 2013/11/19 Williams, Wayne > I would look into worldbuilder or vue. They both have powerful tools for > terrain heightmap generation. There used to be a plugin called GEM64 that > you could feed DEM’s

RE: creating cliffs

2013-11-19 Thread Williams, Wayne
I would look into worldbuilder or vue. They both have powerful tools for terrain heightmap generation. There used to be a plugin called GEM64 that you could feed DEM's if I remember correctly which might get you going in Softimage. Not sure if that plugin still works though. From: softimage-bou

RE: creating cliffs

2013-11-19 Thread Matt Lind
Terrain is often a height field with props plopped on top where you have to account for overhands or other non-strictly vertical elements. The trick is the blending between the prop and the terrain to make them look like one object. Our game achieves that with simple vertex color blending and