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real time renderring solution! - not an ad
show user profile  andrewsoccerplayer
Ok....the problem...can't walkthrough buildings in realtime
solution--crytek sandbox 2

the problem, i have a terrain i made in cad, put into 3ds....made a compound terrain. is there anyway to save a .3ds as a heightmap?

read 943 times
2/24/2011 2:08:26 AM (last edit: 2/24/2011 2:08:26 AM)
show user profile  horizon
Camera looking from the top straight down
Render Z-depth pass with the properly set up near/far points of the Z-depth to heighest/lowest of the terrain point respectively

read 940 times
2/24/2011 2:16:50 AM (last edit: 2/24/2011 2:17:01 AM)
show user profile  BishBashRoss
Camera FOV may give you problems doing it that way. A better faster method is to planar map from the side and apply gradient map (black to white).

read 935 times
2/24/2011 2:27:41 AM (last edit: 2/24/2011 2:27:41 AM)
show user profile  horizon
I did it with a camera for some testing in the red solstice and had no problems.
But now that you mentioned it I wonder why it didn't get skewed... Was it ortographic? Can you do a Z-depth in ortho?

read 931 times
2/24/2011 2:42:09 AM (last edit: 2/24/2011 2:42:09 AM)
show user profile  killerbee2
camera fov is bypassed if you use an ortographic camera

read 917 times
2/24/2011 4:13:24 AM (last edit: 2/24/2011 4:13:24 AM)
show user profile  andrewsoccerplayer
lol yesss! all good...i just divided the topography lines (30) by 255(grayscale) in photoshop...a bit unconventional but it works. Sandbox starts registering blacks at 30 on that scale. I got it all in there and have my site set up, looks pretty solid...When you import a bmp into sandbox2 it has to be a perfect square, so i had to set the render to 4096x4096....however, i think the size of the render matched with quality might have some adverse affects on my site in SB2.
The terrain has wierd lumps in it, like 2-3 high, noticable on grade. suggestions?

read 902 times
2/24/2011 7:23:08 AM (last edit: 2/24/2011 7:23:08 AM)
show user profile  advance-software
the problem with this approach is you only get one height sample at each point over the terrain, so, for example, if you have a bridge over a river it won't have a sample for over and under the bridge.

read 890 times
2/24/2011 9:54:58 AM (last edit: 2/24/2011 9:55:25 AM)
show user profile  Dave
I'm not entirely sure a bridge would fall under the "terrain" category. You wouldn't include it in the height map!

"I flew over Egypt once"

read 872 times
2/24/2011 11:16:31 AM (last edit: 2/24/2011 11:17:08 AM)
show user profile  advance-software
yeah - you could have two levels of collision detection - one for the terrain & one for objects on it.

Consider the case where you have caves or overhangs embedded in the landscape - becomes a bit more tricky with the heightfield solution, but I suppose you could still separate out somehow.

I've just gone with regular collision detection over the entire environment, then you don't have to think about this stuff.
read 869 times
2/24/2011 11:18:06 AM (last edit: 2/24/2011 11:29:14 AM)
show user profile  Sir_Manfred
Voxel terrain!
But yeah. I usually do the gradient map approach. Render from the top-view or an orthographic camera. Can't go wrong :)

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read 853 times
2/24/2011 11:30:22 AM (last edit: 2/24/2011 11:30:22 AM)
show user profile  andrewsoccerplayer
in 3ds max i did a color by ihad a gray scale that faded with grays, so it actaully grades nicely into the next 'zone'...however, i still don't know about th humps in the land, anyone know about sandbox 2? thanks
also, whats a voxel terrain?
read 827 times
2/24/2011 5:10:11 PM (last edit: 2/24/2011 5:10:11 PM)
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