Hello,
I want to show some screen captures of my experiment with a terrain generated by GameGuru Editor :
1) Terrain (OBJ file) imported in my modeller where I cloned that asset to test a different uv mapping's method on each asset.
- the first terrain is uv mapped with the method "projection" and it shows strong distortion of the texture applied on the mesh.
- the second terrain is uv mapped with the method "angle base" and very few distortion of the texture are visible on the mesh.
2) Terrain with uv map created with the method "projection" imported in GameGuru MAX :
3) Terrain with uv map created with the method "angle base" imported in GameGuru MAX :
Technical details :
- Texture used for that experiment (neither the best format nor the best quality) : a procedural texture sizing 1024x1024 pixels (seamless tiling) stored in a jpg file.
- As I can see GameGuru MAX generates a game's environment the size of which is 1/20th of the dimensions found in the real world :
- a terrain generated by its editor is a grid divided into squares (pairs of adjacent triangles) the size of which is equal to 10 square centimeters in the real world but is equal to two square metres in the GameGuru MAX world.
- I guess that the Physics engine doesn't control the terrain's collision for each of those small squares, perhaps that this control is operating on blocks covering a larger surface. (this assumption is simply the fruit of my imagination).