If so, that would be also a nice effect on giligan's island
I did not really understand if you dont have any normals or if you just think about importing them, but:
If you cannot import the normals you can do some calculation to calculate possible normal (vertices) that look smooth:
From a point calculate all crossvectors forming a triangle around that point. Normalize them to one unit (*), add them together and divide the legth by the amount of triangles (or better normalize again). Apply the normal vector to the point you started at in all vertices.
*: What is tricky: You have to find out to what side the normalised crossvector sticks out of the triangle.
There should be some normal calculation in my sources or in the primitives in the VP-Sources. But i did not have to deal with the trickyness describes above, because all vertices were calculated and were well structured in Mem before.
Of course, you cannot get nice looking rocks (like with normal maps) with this, but smooth looking surfaces (with Vertices that have normals, too). But i don't know if normal maps really would do the trick here, since normal maps in my opinion only "rock" if you have huge camara or light movements.
Another thing:
I don't know if you use the same point generator for curved walls (and ramps) like in VP (and VPP). I would suggest to rewrite the recursive function that stops by calculating crossvectors and checking against some hard coded values (or against the alpha ramp accuracy setting in VP). That is really bad in VP (and in VPP), but i tried several times to rewrite it (without any luck).
Maybe this helps. If you have questions, pm me (or just reply here).
Edited by cupid, 16 April 2012 - 05:48 PM.


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