Techniques for proper insertion of platforms

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theedge
Posts: 1
Joined: Thu Jul 04, 2013 8:13 pm

Techniques for proper insertion of platforms

Post by theedge »

Hi,
I am a new user of SplineLand and still testing how everything works.
The terrain generation from splines is incredibly easy and powerful.
But when it comes to platforms insertion, I have a few problems :

- IDs transitions : the transitions between the different IDs generate very jagged edges (see attached image). Is there a way to have cleaner, smoother edges ? How should one handle that with materials : is it possible to have a smooth material transition from one ID to another ?
- Roads : You have some very nice examples in the gallery of roads fully textured and connecting smoothly with the terrain. Can you give us some clues on how these are made ? Or evene better some tutorials ?
- Adding modifiers to the SplineLand object : Why doesn't the SplineLand Object accept adding modifiers like UVW Map or Edit Poly ? The only way around is to add an Edit Mesh inbetween.

Thank you very much.
Attachments
Edges between different IDs are jagged.
Edges between different IDs are jagged.
jagged_edges.jpg (102.82 KiB) Viewed 49208 times
anvar
Posts: 578
Joined: Sun Jul 11, 2010 12:34 pm

Re: Techniques for proper insertion of platforms

Post by anvar »

Regarding IDs translation, unfortunately it’s not possible to draw a perfectly straight line because IDs are assigned to existing faces

Roads: a 3d artist will have to find a way how to make it look perfect. In that example the textures were similar; we also put a separately made model of the road on top.

Regarding Modifier: yes it’s a bug we are working on the fix

Thank you
Anvar
anvar
Posts: 578
Joined: Sun Jul 11, 2010 12:34 pm

Re: Techniques for proper insertion of platforms

Post by anvar »

please email us on support@icube3d.com
we will give you beta version to try
thanks
Anvar
duke
Posts: 36
Joined: Mon Oct 05, 2009 8:20 am

Re: Techniques for proper insertion of platforms

Post by duke »

Definitely use the road as a separate model, and use the new cutout feature to remove the terrain below it. What the matID changes are good for is having a rough transition around the road so that you can have drier grass, pebbles or gravel.
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