New textures #2

I did some more work on the new texturing system today. It’s looking a bit better now - I modulate the height value of the terrain with some perlin noise, so you don’t get the nasty lines of textures along a certain altitude that you used to. People who actually go outdoors on a regular basis tell me that this is much more realistic looking.

I also have trees now. Yes, they look awful. No, they are not permanent - a nice L-systems-based procedural generation system is in the pipeline, and will be replacing them ASAP. The things that are in there now are models from Quake1, or something, and are about 10 triangles each. Fast to render though…

The current placeholder models are very good at one thing - giving the eye something to judge the sense of scale with. Hopefully this will quell the persistant ‘what a small world you have!’ comments :)

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