Closed quentinjcm closed 7 years ago
The issue with the terrain now is that it needs to be consistent with the interpolated height value from Grid. The trees stuff still applies. The mountains are still not so good. The blocky stuff is looking better i think
The terrain geo should be taken wholly from the Grid class, using the interpolated height and the "m_terrainHeightDivider" should be part of the map generation, not applied after the fact, so that you're not dividing by the arbitrary variable all over Scene (like dividing the character height and stuff for drawing)
I agree, is there a way to change the terrain generation script so it generates less spiky terrain?
Generating the terrain geo inside the grid class should work, I expect it's possible just to copy the function into the grids namespace.
A lot of this has been fixed now:
to be honest, its a bit of a mess. I dont know how to explain this quest to you, but something needs to change. here is a list of changes: