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CU的地形制作

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发表于 2008-3-13 14:56 | 显示全部楼层 |阅读模式
原文地址http://www.cuplanet.com/index.php?/content/view/18/1/lang,en/
翻译太麻烦了,里面还有视频,大家自己看吧
今天,CU就告诉我们怎么创造地形,分三个过程:地形,水流,森林. 我们最终的目标: 在CU得地形制作中得到最大得乐趣

地形
Our technical options in creating the terrain, while allowing us to include a significant degree of detail, also require that we adopt a strict methodology unlike what we had been following so far.
关于技术
I won't revisit the technological basis of our work, which is explained in the blog "Eye candy landscapes for the masses”, but I would like to reiterate that a terrain consists of 3 elements: polygons, textures and a normal map.
Polygons are a low-resolution version of a large heightmap (4096x4096 pixels) in HD, which is created in a terrain renderer or from a DEM (Digital Elevation Model) file comprised of topographical images of terrains obtained from satellite images.
The normal map is an image including information that affects how light reacts with the terrain and consequently, the degree of detail. It can also be obtained from a HD heightmap (4096x4096 pixels) which will, once applied to the low-resolution model, generate an illusion of landforms similar to the ones found in high-resolution models.
Lastly, texture mapping is used to add color to the forms. It is generated on the basis of different factors (slope, height) before being rendered in orthographic view (4096x4096 pixels). Another texture map is then added to provide additional detail for game view and, most importantly, close-ups.

鸟瞰
数字海拔模组被用来创造地形: 它们包括具体的城镇或地区得海拔数据 (各种变化细节)...
Our aim is to provide players with terrains that may appear somewhat familiar to them, or to simply allow them to overcome obstacles based on reality: for example, how would they create their city on the landscape of Paris or Dubai?
Below is an example using Mount St. Helens in the United States, which provides an impressive degree of detail. In some areas, however, we can see zones that are completely flat: these are no doubt cities or zones that are not covered. We will refine them with Geocontrol or World Machine, then combine the DEM with another heightmap in order to add details, bumps, etc....


[ 本帖最后由 zxczxc2005 于 2008-3-13 15:06 编辑 ]

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发表于 2008-3-14 13:01 | 显示全部楼层
電腦一定累透了...
发表于 2008-3-15 22:19 | 显示全部楼层
好漂亮的画面 ~~~天造之作!
发表于 2008-3-16 12:50 | 显示全部楼层
CU的制作人員用專業繪圖顯示卡玩瘋了…
完全沒有理會我們的電腦配置… 建議這遊戲十年後才推出…
发表于 2008-3-20 09:57 | 显示全部楼层
理会了我的88GTxrr34
发表于 2008-3-20 11:54 | 显示全部楼层
8800GTS路過
发表于 2008-3-23 23:13 | 显示全部楼层
只考慮畫面,完全沒有考慮模仿SC4的分區模式嗎?
发表于 2008-5-24 21:24 | 显示全部楼层
游戏太强了
发表于 2008-6-5 10:55 | 显示全部楼层
强  顶了



3dvri
发表于 2008-6-24 14:39 | 显示全部楼层
没显卡,忘不了哦
发表于 2008-7-1 12:04 | 显示全部楼层
估计要8800GTX才行,
发表于 2008-7-2 11:10 | 显示全部楼层
有没有中文的啊,E比较差
发表于 2008-8-27 09:12 | 显示全部楼层
画面太强了,我们的显卡怎么办呢?
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