Rob Posted April 16, 2012 Share Posted April 16, 2012 What would be the best approach to create a modular cave system? normally in engines like the UDK you can just use bsp shapesto define the main shape and then modify it untill your happy with it and then add details and props but in Unigine you dont have bsp shapes so you have to create your own cave pieces We already have 1 cave system in the game which uses 2 sculpted blocks (1 with 6 different sculpted sides and 1 as floor/ceiling piece with 2 different sides) which you can rotate and move around to use as walls but now we would like to make a larger cave, so I was wondering how you guys would do this Link to comment
manguste Posted April 26, 2012 Share Posted April 26, 2012 What stops you from using scaling? (If no physics is included, of course.) Link to comment
Rob Posted April 27, 2012 Author Share Posted April 27, 2012 What stops you from using scaling? (If no physics is included, of course.) What you mean by using scaling? Just model it manually in a 3d package and then scale it back into the engine to fit our needs? Atm I already created a pretty basic tube which can easily be modified with a tiling tesselating texture and made sure there are no tesselation gaps and the result is pretty good Link to comment
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