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PostPosted: Thu Jun 05, 2008 6:34 pm    Post subject: Cubemap Possible? Reply with quote

Joined: 05 Jun 2008
Posts: 2

Is there a way to generate the terrain zones into a cross type pattern so that it can be made into a seamless cube? The game my company is making needs massive planet size worlds and we need to be able to create a seamless cube. Please help, DL out.
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PostPosted: Fri Jun 06, 2008 7:44 am    Post subject: Reply with quote

Joined: 12 Feb 2007
Posts: 1328


I was thinking at various solutions for your cub mapping terrain. Basically the terrain will need to be unfold on 2D plane (to be edited in Grome) and it would look exactly like, for example, cubemap textures are unwrapped on 2D (with 6 squares (which the cube faces) in a cross like shape).

Editing inside the cube faces would not be a problem (even though some faces will appear in mirror once they are fitted back in the 3D cube). Problems are at borders of the faces which need to be continuous once the 3D cube is assembled again. This can be accomplished by moving zones from one cube border to another cube border, edit and stitch them and then copy them back in their face. There are no zone copy tools (yet) in Grome but it can be accomplished with import / export of data (by creating a plugin or using existing ones). Problems would at the cube corners which share data from 3 faces.

Version 1.3 of Grome will come with a stitching algorithm that will help you in this regard.

Another solution would be to separately edit parts of the map in Grome (an island, a continent, region etc) and then using an external tool fit it back on the sphere/cube using special wrap algorithms with minimum distortion.

One thing that may be inconvenient for an artist is that he/she will not see the entire world mapped on the cube. This is very hard to be implemented in Grome and various studios have various requirements for this to implement a generic solution.

Best Regards,
Adrian L.
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