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Example of RTS Environment Maps

by Frank Bignone · in Torque Game Engine Advanced · 07/22/2007 (3:41 am) · 6 replies

Here is my contributions of terrain inside TGEA with a port of RTS Environment map from TGE to TGEA. I'm using the legacy terrain with few modications.

gallery.indie-zone.com/main.php?g2_view=core.DownloadItem&g2_itemId=76&g2_serialNumber=1
Note: the hexagon in the background is my implementation of an hexagonal map on top of the legacy terrain

Concerning the few modifications, I have corrected few issues in the shaders concerning lightning issue, added support for detail texture, and added support for fading detail texture (vs distance with camera) as illustrated by the next screenshot.

gallery.indie-zone.com/main.php?g2_view=core.DownloadItem&g2_itemId=80&g2_serialNumber=1

Now some work on the water is needed in order to have something completly satisfactory.

About the author

Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
07/27/2007 (2:09 am)
Looking really good Frank, what are your plans with it once you're done ?
#2
07/27/2007 (6:28 am)
Nothing special in fact, it was mainly to show some terrains from RTS environment inside TGEA as I think legacy terrain is still quite good inside TGEA. Moreover shader support on legacy terrain add a lot of possibility.

Last, if some people are interesting with my few modifications (and code changes), I can post it.
#3
07/27/2007 (6:43 am)
I think I might need something like this. Is this only for legacy terrain? I'm using legacy atm but I might want to switch later on. I'm making a rts/fps and I need to be able to select an area to build on.
#4
07/27/2007 (7:31 am)
Well, the detail texture thingie sounds very interesting :)

If you don't mind posting ....
#5
08/06/2007 (8:44 am)
I'd be curious to know what shader changes were made, along with the detail texture stuff
#6
08/06/2007 (6:29 pm)
Concerning the few changes in the shader, it is mainly related to discrepancies between 1.0 and 2.0 shaders during the blending operations. In one case, the lightmap is used, in the other case the lightmap was not used. Then lightmap was always used in the final shader (the one to render the terrain).

I will post a ressource as soon as I have some free time.