L3DT How to do Lava?
Community Forums/General Help/L3DT How to do Lava?
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Hi all. Can I get someone who is experienced with L3DT Pro, to tell me how to generate a Lava world (Rocks with small lava streams flowing inbetween them? Either that, or can someone please link me to a tutorial on how to do this? Thank You! |
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Dunno about LD3D but in any engine i would be looking at doing a self illuminated "under" mesh + animated UV lava, with a secondary mesh masking it (either with modelled cracks or a parallax/map texture with transparent areas where needed... or if it was a more simple engine/mobile project i would just use a normal secondary 'flat' texture with simple alphad "rivulets") It is one of those things where there is a million different ways of doing it depending on how detailed you want to be. A screen shot of something similar to what you want would help ;) |
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What modelling software do you have available? |
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I have Wings3D :) |
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For streams\rivers of lava you can build a strip of quads and map them in a specific way: every quad is to be mapped individually, and all quads are to be given the full UV space (that is, a quad is mapped in a "FACE" mode or similar, so it occupies the entire UV space - you need to see how you'd achieve this with Wings3D's mapping tools). Then, when you apply a lava texture to this mesh, every quad will get a "copy" of this texture, each copy stitched together. The second part of the effect is achieved by offsetting the texture in the U or V axis (depends on the orientation of the texture; It's usually in the U axis). In Blitz3D you'd use PositionTexture() for this, with an ever increasing U value that's wrapped between 0.0 and 1.0, and a static V value (considering the U axis as the one that needs to vary while the game runs). This will make the texture flow through the mesh and convey the effect. |
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Thanks! :) |