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Geez, the comments keep piling up. I love it!!! Again, thanks for all the comments.
To NeoIcarus: Mostly I get the ideas from trying stuff out. Message boards like the one on Lionhead's site and Longbow Digital Arts are good. I try to read everything on landscapes, including all voxel references since anything could contain something that could spark an idea. And trying code, rather than just thinking about it, is a huge help.
To NinjaCross: Textures came from Graphtallica and the WadFather. And the water texture came from VTP, the virtual terrain project.
To Phil Carlisle: Creating the textures on the fly is great because I don't have to pre-draw then and I don't have to create just one BIG texture. I believe that it's a good idea for large scale worlds to generate textures on the fly rather than just paste base textures onto the land. It's less repetitive and requires hardly any storage space. I could just generate loads of textures and store them and swap them in as needed I suppose. But with this method, I can add dynamic details and have it re-rendered quickly (explosion blasts, etc...) Right now, the textures are generated based on altitude and slope. You can see from the images that there are patches of grass high up where the slope in minimal. What kind of noise alpha function do you use? A modified Perlin? It has to be a sort of constant noise in that, it should always choose the same noise value for a given vertex or pixel. I guess a Perlin solution would fit this nicely. Thanks for the idea.
And yes, I build the shading directly into the texture. This way I don't get those gouraud vertex pops in shading colors as the mesh resolution decreases during LOD calculations.
Thanks everyone. And to anyone that e-mailed me, I will get back to you ASAP (after work ends today).
-Dion (Draigan)
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