View Full Version : ARIOCHE terrain system
10-13-2003, 09:29 PM
I remember before JA was released this feature was being thrown around in the new 'technology' for JA.
What exactly does it mean for us? I thought it might mean a better tool for creating terrain, or is it just something they've used in house to create maps? Or is it a part of the engine and nothing to do with map creation?
I can't find any documentation on this and feel i'm missing the point somewhere :/
10-13-2003, 11:04 PM
It's a terrain editor thing.. It should be coming with the JA tolls that should be coming out any day now......
It's just a fancy terrain entity, I'm planning on writing a tutorial soon.
10-14-2003, 03:33 PM
10-14-2003, 05:04 PM
Most likely a heightmap terrain generated as a func_group.
10-14-2003, 05:21 PM
I'm looking forward to your tutorial, Emon. I could use some serious terrain in my next project.
10-14-2003, 06:46 PM
I thought it was a new kind of KARAOKE, lol. Anyway, would be cool to see how it works, for open doors maps.
10-14-2003, 07:20 PM
i don't see why they didn't add the random map generator while they were at it, since they went this far... hell, some of the rmg console commands are still in the code.
10-14-2003, 07:31 PM
10-14-2003, 08:56 PM
It is possible to use EasyGen for JA terrain generating, correct?
Since EasyGen is based for Quake 3 engine games.
10-14-2003, 09:34 PM
Yes you can use easygen. Actually, even arioche terrain has size limits, if your talking extremely large terrain, using brushes smartly is actually the best way to go about it. A good tip for extremely large terrains is to use the gensurf plugin that comes with radiant, import a heightmap, then using the decimate option to lower the number of tris in the terrain. The best thing to do is to lower the decimate slider bar until the terrain starts to lose the shape you want, so you have to ask yourself how far can i decimate this until it really starts to show. Hope this helps.
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