I think that some definite must-have features that I'll need are Alpha Blending, MAYBE tri-plainer mapping, and DEFINITELY some more texture options than just Albedo and Normal. Any suggestions how I could create a splatmap that includes slope?ģ) What should I grab to make the terrain not look like garbage? I think that should work well enough.Īs far as the splatmaps go, I can easily do some color range selections to create maps based on height, but I have no clue how I could do so with slope.
Maybe make an image that's 5130x5130 and paint on it. I'm not looking to pour any money into this so I don't expect to be able to use any assets that are more than ~$10.įor height maps I'm thinking that I'll edit out a greyscale map in GIMP. Just something about 15 hours long.Ģ) What tools/pipeline should I use to fill in the map? But I'm also not looking to make a AAA title here.
So the player will be really fast, Doom-guy fast, which will let the player zip around fairly fast. Ultimately I'm looking to have an open world game that plays like Doom, but with a fantasy setting and with dungeons to crawl like stages. I believe that's a little over the size of Horizon's map which is about 24. It's looking rather pretty if I do say so myself.ġ) Do you think that 25 square kilometers is a good size? I made sure to grow the distance after crossing the threshold and I made sure no two chunks will load at the same time. So far I've made a land mass that's 5x5km with 100 terrains each 500x500 meters and placed into their own scenes that load as the player approaches, then unload when they walk away. So this weekend I decided that I'd go ahead and make an open world map.