Kat wrote:Yarrr it was. And double yarrrr to generally encouraging public discussion about Blender and terrain generally.. yarrr!
My mistake, sorry. I thought the modelling conversation had gone to a PM.
Ferrao10 wrote:I thought, painting on a model would mean (in photoshop terms) to paint on one layer. Or canvas. And with the export, it would all be baked down into one texture that would cover the final model as just one simple texture.
The process you are describing is painting the landscape as unique chunks or models. This is possible for sure, but you will end up with texture resolution problems (every model piece of the landscape will need a unique texture and models have limitations on their texture size), light seams along edges of where the models are joined (this is always difficult to hide) and a map that will require a lot of memory to load / run.
What you are describing is also what most modern day game editors do. A classic example of this the cryengine (
http://en.wikipedia.org/wiki/CryEngine_3) toolset where you sculpt (push/pull tools) the landscape to the shape you want, paint the textures on, add models for details (rocks, trees, plants etc), add decals (roads, paths, extra grunge) and then fine tune the blends with additional textures. All this from the editor and it even works like a 3D package using 3DMax control handles on all objects! Really fun visual process, but that is because the toolset was designed that way.
Ferrao10 wrote:I don't have time for it

. I'm out. But it was interesting

Before you give up I think you should consider what exactly do you want to achieve with a landscape? Maybe you can create something that gives the right impression but is not overly complex. Creating Q3 terrain is very much like painting, but you are only really interested in the broad strokes, there is no need to paint every blade of grass in a meadow! The use of misc models (rocks, trees, plants etc) and decals (grunge) will over come the limitations of detail painting.
* Start with the broad strokes of where you want the single materials? rock walls, grass floors, dirt paths etc I always find that if you imagine the landscape as contours it will look much better when you come to blending later. (Contour example -
http://www.compassdude.com/i/topographic-map.jpg)
* Define your landscape in single materials first and then export those sections as ASE files
* Setup up basic single terrain Q3 shaders, they are different to normal shaders because they use world co-ordinates.
* Layout the ASE files in a box map in the editor, compile, light and see what it is like?
* Tweak the landscape for scale and player movement, test again
Then comes the fun part, the blends.
* Take the section where two materials meet and create two stripes of triangles (got to allow the blend time to work).
* Export the blend areas as separate meshes just like the previous terrain sections.
* Setup blended terrain Q3 shaders, plenty of examples exist.
* Layout the new ASE files in the box map.
* Add alpha brushes to work on all the model edges that need to change, single material

blend

single material
* Compile, light and see what it looks like?
* If you are clever with your planning of the textures and alpha fade brushes, you can even achieve 3 way blending
Finally add all the detail you require as additional models, rocks, plants, tree's etc and remember to manually clip all the terrain sections. I would not recommend using the model autoclip function unless the terrain sections are not complex. You can even project decals on to the landscape for extra detail (paths, grunge etc) with the right textures.
As you can see, the bottom line is you are wanting to use a 10+ year old engine to do something that a modern engine does without much effort. Sure the Q3 process is long and complicated but usually the results are impressive, especially if you have got some good textures and additional assets (rocks, plants etc)
Here is some good examples of Q3 maps that are using terrain blending and/or blender models
Marilyn by Rota -
http://www.lvlworld.com/review.php?id=2010
Angkor the flag by dONKEY -
http://www.lvlworld.com/review.php?id=2171
Overgrowth by Despair -
http://www.lvlworld.com/review.php?id=2154
little rock by kat -
http://www.lvlworld.com/review.php?id=1854