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 Post subject: Planetary Worlds
PostPosted: Thu Oct 23, 2008 5:36 pm 
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Joined: Fri Sep 05, 2008 6:50 pm
Posts: 13
Hi,

Is there any plan to implement planetary maps in PnP and export them as sphere meshes or greyscale maps in near future?

This would really help in creating planetary worlds.

Regards,
Murali


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 Post subject:
PostPosted: Thu Oct 23, 2008 6:00 pm 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 892
Location: Braunschweig
Well I didn't had any plans for a true spherical world. I was simply thinking of adding a feature which automatically connects the right terrain end with the left and the top with the bottom. Would that be sufficient?


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 Post subject:
PostPosted: Thu Oct 23, 2008 7:30 pm 
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Joined: Fri Sep 05, 2008 6:50 pm
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anything which makes my world look spherical makes me happy.
But i am only worried when i render this world in XNA, i should not get the gaps or spaces ...like T-Junctions.

Thanks a lot for fast reply. I love ur product... just waiting.. when i can apply normal maps to my terrain and make them look more realistic.


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 Post subject:
PostPosted: Fri Oct 24, 2008 10:47 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
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Location: Braunschweig
T-junctions shouldn't be an issue. At least not more of an issue than connecting neighbouring terrain meshes "inside" the terrain. This should work even with LOD meshes with the latest pnptc release.

There is already a normal map exporter in pnptc. It is located below the heightmap exporters.

Which terrain format are you using within XNA?


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 Post subject:
PostPosted: Fri Oct 24, 2008 5:24 pm 
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Joined: Fri Sep 05, 2008 6:50 pm
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I use .bmp 24-bit and .raw


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 Post subject: Re:
PostPosted: Fri Aug 07, 2009 9:12 am 
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Joined: Tue Aug 04, 2009 3:53 am
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Ralf wrote:
I was simply thinking of adding a feature which automatically connects the right terrain end with the left and the top with the bottom. Would that be sufficient?


Sorry to thread bump :) But this feature would be very much desirable. I'm working on a game where the world is shaped like a ring (not discworld :P but a bit like that). A right <-> left connector would save a lot of time!


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