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Post by haaranoos on Apr 28, 2013 3:59:37 GMT -5
hi Yeah! hope everything's fine! I 'v done what you told in foot map generation video 80 but I have a couple of questions... you assume that the plane is like this: - width and height = 1 but I have a sculpted geometry as a Terrain ... first, do you mean that I need to keep the geometry history and sculpt it so that it resembles the Terrain? second, by making a copy of the terrain and renaming it to something like "McdFootMapBase" gives me a strange looking map ( dotted pattern). is this because the history? and you said that turn it 180 degree to match footprint with agents, but with something like a sculpted terrain that is not possible... please help! thank you in advance
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Post by Yeah YANG on Apr 30, 2013 10:22:52 GMT -5
Hello haaranoos, Sorry for the late reply, because we're on Labor's day Holiday from Monday to Wednesday~ No need your real terrain, actually you should make a brand new one and just "project" texture by the uv map to the terrain. Please don't make the foot map directly on terrain, it's impossible~ I hope this can help~~ Thank you for your testing~ --Yeah hi Yeah! hope everything's fine! I 'v done what you told in foot map generation video 80 but I have a couple of questions... you assume that the plane is like this: - width and height = 1 but I have a sculpted geometry as a Terrain ... first, do you mean that I need to keep the geometry history and sculpt it so that it resembles the Terrain? second, by making a copy of the terrain and renaming it to something like "McdFootMapBase" gives me a strange looking map ( dotted pattern). is this because the history? and you said that turn it 180 degree to match footprint with agents, but with something like a sculpted terrain that is not possible... please help! thank you in advance
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Post by haaranoos on May 6, 2013 8:36:14 GMT -5
hi Yeah! holiday?!, that is cool honestly, I couldn't understand the meaning of "brand New" !! a brand new terrain from the original one? or just a plane?? if a plane, how I set the height value to capture the foot print? please explain a little more!
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Post by Yeah YANG on May 8, 2013 3:49:20 GMT -5
I think you can use terrain normally, and create a new "plane" polygon mesh like that tutorials. that plane should bigger size than the movement range of agents. later we can use "project UV mapping" and project the result to the terrain on top of the army. our agents will judge whether use leave the footprint by terrain object but not that plane. and it will mapping to the footprint to the new created plane polygon mesh. Thank you! --Yeah hi Yeah! holiday?!, that is cool honestly, I couldn't understand the meaning of "brand New" !! a brand new terrain from the original one? or just a plane?? if a plane, how I set the height value to capture the foot print? please explain a little more!
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