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linuxmaster9

Working on Subterrainian stuff. Suggestions/advice requested.

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One of the issues with the current iteration of the ArmA engine being used in Arma 3 is that the engine does not support subterranean heightmaps. This means there are no caves or tunnels etc.

What I am trying to do is bake into the terrain a city combined sewer tunnel. For the proof of concept, I would design a heightfield map of a hill that would be split in half with a dip in the terrain in the exact size needed for the pipe. The pipe would be placed such that the top of the pipe would be flush with the ground. Then, buildings, etcetera would be placed on top of it.

I would begin with modelling the pipe and entrances to the sewers. I would model them in sections thereby allowing the creation of custom sewers. By creating the models first, it would allow me to know the exact size the dips in terrain need to be.

Once the terrain is loaded into the Terrain Builder application for ArmA 3, I can add the Sewer pipe sections and save the map as is with all the pieces placed. If testing goes well, I can then add more complexity to the terrain.

 

If anyone can suggest or give advice on this project, please give it.

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I see no reason that won't work, just remember to factor in your terrains cell size.

You could also have a flat object for fake land like Namalsk and Taviana had.

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I see no reason that won't work, just remember to factor in your terrains cell size.

You could also have a flat object for fake land like Namalsk and Taviana had.

The problem I have is twofold. First, I can not find any info on the size of one of the sewer pipes that you can move around in like seen in the movies where people go down the manhole.

Secondly, I do not know how to put the info I do find into a heightmap. I have L3DT and QGIS.

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Add me on Skype if you want and i'll give you pointers, my Skype username is in my profile :)

I used TerraIncognito with GlobalMapper for my original height data and sat then L3DT for my edits, steep learning curve but one the penny drops you're flying.

 

I'll also be on my TS3 server for the next few hours - TS.UK-Gaming-Zone.co.uk

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I'm in the UK, usually on daily after work and my kids are in bed around 19:00 (GMT)

We'll sort something :)

 

*Edit*

so that's around midnight (ish) or so says Google, I can hang around later on weekends.

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It wont work, the reason is at a distance the objects on top will disappear leaving u with an exposed tunnel, i've tried the same method :(

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It wont work, the reason is at a distance the objects on top will disappear leaving u with an exposed tunnel, i've tried the same method :(

hmm. not the same thing. Im modelling a sewer pipe in sections. So, if stuff disappears at a distance, at most they will see a dip in the terrain. not the inside of the pipe.

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everything dissapears at a distance, its how the engine works, even your pipe will as it switches LODS, good luck 

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everything dissapears at a distance, its how the engine works, even your pipe will as it switches LODS, good luck 

 

 

Indeed, I've make some caves with Tilos by just creating a hole in the heightmap and placing some rock above and if the player has a very short object distance view setting no rock will appears just a whole hole, of course you can do that properly (limited view by some hills) but even with that in a plane for example it will disappear, this is what is so important to make matching for example your 3D buildings with your 2D buildings on your satellite imagery.

 

However for Tanoa if my memory is good, BI seems to work with ZBrush for the heightmap of the island and I don't think that XYZ / ASCII are compatible with ZBrush so we can hope that a new terrain technology will be added in TB for 2016.

 

Edit : Indeed : http://arma3.com/assets/img/post/images/report_in_env_9.jpg

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everything dissapears at a distance, its how the engine works, even your pipe will as it switches LODS, good luck 

At extreme distances probably, but if its LOD'ed properly it shouldn't be noticeable to the player.

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At extreme distances probably, but if its LOD'ed properly it shouldn't be noticeable to the player.

can you give me an example of a good LOD setup? I'm thinking of possibly using the existing pipe sections and just making curved sections as well as T and Cross Junctions. Maybe a Vertical section with a ladder on it for a sewer entrance. If I make it low enough, I might be able to have water flowing in it at ankle depth.

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