Hello everyone! I started working on a little project a few days ago, in Blender 2.5’s game engine. I’m trying to create a large open world that the player can walk on, with large quality terrain. Tricky part is, I want my terrain to be auto-generated whenever I run the engine. In a way that’s both of high quality, does not reduce FPS by too much, and takes a reasonable amount of time to generate (not block the engine for several seconds).
What happened so far: As discussed in another topic, someone first offered a script that could randomize the vertices of a plane. It wasn’t usable for my purpose however, because it was too slow to generate, too spikey, and collisions didn’t work properly either. I then found a system made by someone else which is just perfect for what I need. But, it uses a script that only works in Blender 2.4, and not in 2.5 any more. Lastly, I managed to get a texture applied dynamically to a patch mesh yesterday. I did that by using an auto-generated cloud texture in Blender, and applying it as a Displacement modifier to the subdivided flat plane. The terrain is of beautiful quality and player collisions work well too… even if FPS is a bit low for my wishes. What I got so far this way can be seen over here (two displacement modifiers using different generated textures). Still, those textures are not re-created and randomized each run… which is what I was hoping could be done, to get a fully new terrain each run.
Here is the 2.4 script I mentioned above, that won’t work in 2.5 any more (not mine): http://pastebin.com/zitKiHaH I would appreciate it if someone could perhaps adapt it to 2.5. Or, if someone could offer any script that creates a random cloud texture, and can apply it to the texture the Displacement modifier of the terrain plane uses. Thanks