RTS4 – Cliff models

Using a mesh for the cliff face turned out to be quite a bit more difficult than I originally thought. It’s finally working, though still incomplete. I’m not sure its worth the processing requirements and complexity it adds. I’ll probably disable it and decide later. Using a mesh means the cliff can have nice crevices that match the texture mapping, and have little ledges and rocks poking out. Otherwise without using a mesh, I’ll add some variation to make it look less rigid, but the texture wont match the mesh as nicely.

Other problems that this approach presents:

  • The cliff model would not be able to wrap around a raised plateau without a geometry seam (potentially showing through to the void below)
  • Matching the cliff model offset between terrain chunks is very complicated and unlikely to ever work completely (nasty geometry seams between each chunk)
  • Floating point errors cause holes in the geometry or can potentially crash the game
  • The cliffs are significantly higher poly
  • A mesh should be made for each cliff type, adding to the workload

This picture from Unity RTS shows a hand-modeled example of what I was going for.
RTSCliff2
Notice the darker sections of the cliff texture are inset.

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