Depending on the complexity of the terrain and the scales
involved, it might also be a good idea to run the original height
field through a smoothing filter (using appropriate software --
hf_gray_16 images can't be trivially filtered by most paint programs)
to prevent the wall from tracking every small length-scale deviation
in the underlying ground. Then the smoothed version can be used for
the wall, with the unmodified version for the ground.
Reinhard Rettelbach wrote:
>
> also try this:
>
> intersection{
> height_field {tga "your_landscape_file.tga"
> texture {your_wall_texture}
> translate your_wall_height*y
> }
> union {
> box{//a box with appropriate dimensions and something higher
> // than your_wall_height
> texture {your_wall_texture}
> }
> height_field {tga "your_landscape_file.tga"
> texture {your_landscape_texture}
> }
> }
> }
>
> It works, I just tried it without appropriate teturing and scaling.
--
http://www.flash.net/~djconnel/
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