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DayOfWar more Asteroids
DayOfWar more Asteroids
| Name: | Bill Vee | |
|---|---|---|
| Date Posted: | May 08, 2008 | |
| Rating: | 4.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
I made a couple of more videos of some asteroids I have been working on.
The extremely odd shaped asteroid doesn't have a gravity zone yet because its a little hard to replicate one for it for obvious reasons.
All the asteroids are standard atlas files the have been process with the six side cube effect I talked about in a earlier plan and can be loaded with any version of TGEA.
Asteroid1
Asteroid2

The extremely odd shaped asteroid doesn't have a gravity zone yet because its a little hard to replicate one for it for obvious reasons.
All the asteroids are standard atlas files the have been process with the six side cube effect I talked about in a earlier plan and can be loaded with any version of TGEA.
Asteroid1
Asteroid2

Recent Blog Posts
| List: | 05/08/08 - DayOfWar more Asteroids 05/05/08 - DayOfWar Moons/Asteroids 04/28/08 - DayOfWar Oceans 04/07/08 - DayOfWar SixSidedSpheres 2nd try 04/07/08 - DayOfWar SixSidedSpheres 02/22/08 - DayOfWar is a Finalist. 02/10/08 - DayOfWar demo submitted to InstantAction game contest 01/27/08 - DayOfWar Interior Portal Render Test |
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Submit your own resources!| J.C. Smith (May 08, 2008 at 05:18 GMT) |
| Andy Hawkins (May 08, 2008 at 05:40 GMT) |
| James Laker (BurNinG) (May 08, 2008 at 08:32 GMT) |
| Maxim Lyulyukin (May 08, 2008 at 08:49 GMT) |
| Bill Vee (May 08, 2008 at 11:09 GMT) |
| Donald \"Yadot\" Harris (May 08, 2008 at 12:54 GMT) Resource Rating: 5 |
| Rene Damm (May 08, 2008 at 16:02 GMT) |
PS: Can't help but note once again what a poor job Atlas is doing with handling LODs here. Hope that's going to be fixed real soon now.
| Bill Vee (May 08, 2008 at 17:57 GMT) |
But creating a standard "flat" atlas with the same source files still causes popping/jumping effects in the same areas as the round atlas files.
On a side note if I load the same atlas file in 1.0.3 the popping is greatly reduced and the textures don't get mixed up sometimes like in 1.7.0.
Just to correct something I said in this plan.
The pointy asteroid was created with a spherical projection instead of the six sided cube method I described before.
| Vashner (May 08, 2008 at 19:25 GMT) |
| Rene Damm (May 11, 2008 at 05:58 GMT) |
The popping and jumping is indeed a problem of stock Atlas. It shows as soon as the geometry tree gets deeper. Usually I get this above level 4 or 5 or so. Atlas also seems to mess up the collision meshes in these cases. If you walk on surface, you will have places where you can actually walk *into* the terrain surface.
The fact that popping is greatly reduced in 103 is very interesting. Unfortunately, I don't have access to those sources as that was before my time. Would like to find out what has changed.//Edit: Silly me. Will ask Matt about this.
The texture mixups are fixed now. That was a miplevel problem.
IMHO Atlas has massive issues at the moment. There's virtually no way to produce a terrain of proper dimensions and good texture resolution that renders correctly (regardless of whether its unique or blended). Either Atlas pops and morphs all over the place (deep tree) or it drops clip levels (shallow tree).
Today I also made the shocking (at least to me) discovery that Atlas renders out all of the terrain at virtually one single fine tesselation level, i.e. it decimates the mesh according to maxerror and then basically seems to replicate the same finely tesselated mesh at each LOD level. I'm not sure yet whether this is because activation levels are computed incorrectly or because of something else.
Essentially, this means there currenctly isn't any *real* level of detail for geometry in Atlas at all.
It is still my sincere hope to have any major issues out of Atlas by the time 1.7.1 ships.
Edited on May 11, 2008 08:43 GMT
| Bill Vee (May 11, 2008 at 13:58 GMT) |
Quote:
The popping and jumping is indeed a problem of stock Atlas. It shows as soon as the geometry tree gets deeper. Usually I get this above level 4 or 5 or so. Atlas also seems to mess up the collision meshes in these cases. If you walk on surface, you will have places where you can actually walk *into* the terrain surface.
Funny you should mention this.
For a variety of reason I have found that a tree depth of 4 is optimal for me.
Less than 4 there are areas of the map where the rendered map doesn't match the collision geometry ,Player sinks into map and sometime the collision geometry seems incomplete and the player will fall thru the terrain.
Above 4 and ,because my game requires fast moving vehicles near the terrain, to much LOD loading and unloading occurs.
It just seems to me that in general that 1.7.0 will skip right to popping a LOD chunk as oppose to morphing it like it is suppose to.
| Rene Damm (May 11, 2008 at 17:37 GMT) |
The problem with a geometry tree of just four levels is that with any decent texture size (which tend to be even larger for blended terrains), you need a *real large* clip map in order to see all clip map levels. With lower sizes you will either not see the higher levels at all or, almost worse, you will see them in one chunk but not in other adjacent ones resulting in visible texture seams.
The further you are from four clip map levels the more level dropping you will see.
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