Initial Atlas Terrain Checkin (Pretty Pictures In Here!)
by Ben Garney · in Torque Game Engine Advanced · 05/27/2005 (6:36 pm) · 249 replies
Hey guys,
I just committed the first public version of the new TSE terrain, codenamed Atlas. This is a fully modern, scalable terrain engine. Check the docs (updated with a whole new chapter :) for details.
This is a private release to our beloved TSE licensees. Congrats, guys, you get first shot at this new toy. :) We'll be rolling out a full launch of Milestone 2 - this was the last piece - next week when we all get back from Memorial Day of Weekend. I'd appreciate it ever so much if you'd keep on the quiet side about this until then!
The toolchain is currently a bit on the basic side. A fuller toolchain will be rolled out as part of MS3.
Please take a moment to give it a try. Feedback is welcome - post it here, in a new thread on this forum, or mail it to me. There's a lot more work to be done, but this represents a basic usable point for people to work from. :)
You can get this release by doing a CVS update, of course.
And finally... A rundown on the features:
Lightweight CPU Usage
Atlas uses less than 10% of CPU time per frame to update and render. Compare this with approximately 30% for legacy terrain.
Massive Landscapes
Supports landscapes of arbitrary size, bounded only by disk space. The current system supports approximately 10 quinquagintillion (or ten thousand quintillion vigintillion for those Brits in the audience, or 10154 chunks on the base level).
Vast View Distances
Can quickly render unlimited view distances, bounded only by the working range of the video card's Z-Buffer. Atlas can achieve 100+ fps on a midrange Radeon, with a view distance of approximately 4,000 meters. The legacy terrain is not even capable of rendering this view distance by default!
Unique Textures
Atlas supports a single massive texture for your entire terrain! Every texel is unique. Support for extremely large textures (in excess of 32,768 by 32,768 pixels) on all hardware. Of course, all this is streamed, so you only pay memory cost for the texture detail near you. A future release will support on-the-fly texture blending like the legacy terrain.
Streaming Data
Data is streamed from the disc as needed, so you can have very large terrains without exceeding your memory. Both geometry and texture data are loaded on the fly.
Accurate Collision
What is rendered is what is collided against, so you get full interaction support for anything Atlas can render - overhangs, gaps, ditches, and so on. As the toolset for this engine matures, it will be possible to actually create such terrains. But the runtime as of now supports this sort of topology.
Compressed Textures
Atlas fully supports industry-standard DXT texture compression. It compresses offline for maximum quality, pregenerates mipmaps for minimal CPU usage at runtime, then streams it directly into GPU memory.
Ok, I'm going to a party. I'll be back online later tonight to check up on things, and will be around during the weekend as well. Thanks for being so patient with me! :)
#182
06/01/2005 (5:45 am)
Stefan, thank you :-)
#183
Ok, for those of you who are wondering.. Stefan is right..
Take your copy of battlefield and install it again.
Download a few tools:
WinRFA - archive packer/unpacker
TGAMerge - merges land texture "tiles" from BF terrains from multiple tiles into one large one
Undxt - changes .dds textures in a directory into .tga (both these two utils by a guy called MadBull)
Find the BF maps directory and use winrfa to unpack the .rfa file into a directory
find the heightmap.raw file and save it into your TSE terrain folder
run undxt on the .dds's that make up the terrain
run TGEMerge on the same directory to get a huge TGA
use photoshop or some other tool to convert the .tga into a .jpg and copy that into your tse terrain folder
Point the .tqt and land generators at those two files, also bugging ben about the right parameters for a 256x256 heightmap with a 4096x4096 texture
Voila! battlefield terrain in tse!!! easy peasy!
Also, for the more adventurous of you, check out the tool called Battlecraft! the BF map editor for some fun!
Course, its all highly illegal, which is why I've not posted this as a proper air ace IOTD entry. But it DOES show what you can expect from a TSE version of the game a bit!!
06/01/2005 (5:46 am)
Tim: hehehe.. yeah, this is very BF1942 isnt it :) but then, I did kinda use thier terrain :)Ok, for those of you who are wondering.. Stefan is right..
Take your copy of battlefield and install it again.
Download a few tools:
WinRFA - archive packer/unpacker
TGAMerge - merges land texture "tiles" from BF terrains from multiple tiles into one large one
Undxt - changes .dds textures in a directory into .tga (both these two utils by a guy called MadBull)
Find the BF maps directory and use winrfa to unpack the .rfa file into a directory
find the heightmap.raw file and save it into your TSE terrain folder
run undxt on the .dds's that make up the terrain
run TGEMerge on the same directory to get a huge TGA
use photoshop or some other tool to convert the .tga into a .jpg and copy that into your tse terrain folder
Point the .tqt and land generators at those two files, also bugging ben about the right parameters for a 256x256 heightmap with a 4096x4096 texture
Voila! battlefield terrain in tse!!! easy peasy!
Also, for the more adventurous of you, check out the tool called Battlecraft! the BF map editor for some fun!
Course, its all highly illegal, which is why I've not posted this as a proper air ace IOTD entry. But it DOES show what you can expect from a TSE version of the game a bit!!
#184
I happen to have bought BattleField 1942 and Vietnam both over the last week or so for research for work on Illumina. Damn fun games. Wish I had played them back when they came out. Too busy with Soldier of Forture 2 if I remember right. Anyway, it is damn easy to get a terrain. I tried it yesterday as soon as I saw that you did it. So, I guess I'll see you around at lunchtime or out in the play yard when we both go to prison for this.
Of course, I was just playing around with it.
06/01/2005 (8:15 am)
PhilI happen to have bought BattleField 1942 and Vietnam both over the last week or so for research for work on Illumina. Damn fun games. Wish I had played them back when they came out. Too busy with Soldier of Forture 2 if I remember right. Anyway, it is damn easy to get a terrain. I tried it yesterday as soon as I saw that you did it. So, I guess I'll see you around at lunchtime or out in the play yard when we both go to prison for this.
Of course, I was just playing around with it.
#185
06/01/2005 (8:26 am)
I wouldnt suggest using it for real.. but for testing I'd say its fair.
#186
That sounds really nice. Almost too good to be true :) Is the quality of the ttextures near the quality of the ones in Terragen, or is it not procedural based?
06/01/2005 (9:31 am)
John Vanderbeck:Quote:
As of my last test I just finished.. We can currently process, light, shadow, and output an 8192x8192 texture with 6 composite layers based on a 4096x0496 heightfield in right around 30 minutes on my machine which is I think around a 1.8ghz processor and 1gb ram. It'd take about 12 hours for the same in Terragen.
That sounds really nice. Almost too good to be true :) Is the quality of the ttextures near the quality of the ones in Terragen, or is it not procedural based?
#187
Like you, I wanted to try one of the battlefield terrains. But the texture get's distorted terribly, it's very bright.. tried lowering the sun but it just makes the texture dark and gray. You saw this too?
Edit: Disregard. Thanks
06/01/2005 (11:03 am)
Phil Carlisle,Like you, I wanted to try one of the battlefield terrains. But the texture get's distorted terribly, it's very bright.. tried lowering the sun but it just makes the texture dark and gray. You saw this too?
Edit: Disregard. Thanks
#188
They are procedural based as well. It works pretty much like TGEs where you assign textures by height and slope, except its an offline not realtime tool because of the amount of data being pushed around. It also does normal lighting and shadowing. I'd say the output is comparable to Terragen. Its all a matter of what you put into it.
06/01/2005 (11:46 am)
@StefanThey are procedural based as well. It works pretty much like TGEs where you assign textures by height and slope, except its an offline not realtime tool because of the amount of data being pushed around. It also does normal lighting and shadowing. I'd say the output is comparable to Terragen. Its all a matter of what you put into it.
#189
On my G force 3, I also can see the small terrain but when I rescale the land never changes, rotation and translation is fine, but scaling just updates the terrain's bounding box not the terrain size itself.
Great job guys, we need to get the fps demo ported over yet again to play with it more =)
06/01/2005 (11:53 am)
Just updated and added the VC6 fix, which allowed my Radeon 9700 on my laptop to render the Terrain, before it would crash. On that card everthing works great, amazing even. . . got bless my 2.0 card. On my G force 3, I also can see the small terrain but when I rescale the land never changes, rotation and translation is fine, but scaling just updates the terrain's bounding box not the terrain size itself.
Great job guys, we need to get the fps demo ported over yet again to play with it more =)
#190
Thanks for the info. Looking forward to the new tool, cool stuff.
Ben,
Is the "TGEish" blender part of your plan? :)
It was so easy to use and customizable, since you could place buildings and geometry at the same time as repainting the terrain to fit the changes, "twinking" your world into the last detail in realtime.
06/01/2005 (12:00 pm)
John,Thanks for the info. Looking forward to the new tool, cool stuff.
Ben,
Is the "TGEish" blender part of your plan? :)
It was so easy to use and customizable, since you could place buildings and geometry at the same time as repainting the terrain to fit the changes, "twinking" your world into the last detail in realtime.
#191
@Stefan: Have you read the docs? I have a whole section on things like that. :)
06/01/2005 (12:13 pm)
@Anthony: The updates aren't networked. I've put that on my fix list.@Stefan: Have you read the docs? I have a whole section on things like that. :)
#192
06/01/2005 (12:24 pm)
Was confused about it when you and John said you were working on a texture pipeline, I didn't think you guys would support both.. only one. My apologies :)
#193
06/01/2005 (12:30 pm)
No worries. :)
#194
06/01/2005 (1:19 pm)
Stefan, just load the heightmap and jpg into photoshop and rotate/flip the heightmap until it matches the jpeg. I was confused by that at first too.
#195
06/01/2005 (2:05 pm)
If someone can identify the rotations/flips needed, I'll note them in the manual.
#196
06/01/2005 (3:19 pm)
Ben - is the Atlas Terrain ready for normal maps yet? I was thinking of trying to make a sand dune terrain.
#197
I'll post another piccie tommorow. Amazing stuff.. hope I can figure out the required settings for a 512x512 heightmap and a 8192x8192 texture... coolio!
Phil.
06/01/2005 (3:19 pm)
Ok, you simply need to flip the heightmap.raw (recommended) or the map.jpg around the vertical axis..I'll post another piccie tommorow. Amazing stuff.. hope I can figure out the required settings for a 512x512 heightmap and a 8192x8192 texture... coolio!
Phil.
#198
Phil, for the texture: Depth of 5. Leaf Size 512.
I'm going to post a screenshot too with the terrain/water in action.

Really love how the water and the terrain works well together, great depth and everything. Just wow!
When is the engine going official? I'd love to see people's reactions :)
06/01/2005 (5:28 pm)
After a while you really get a good picture of how the current system works! Yay!Phil, for the texture: Depth of 5. Leaf Size 512.
I'm going to post a screenshot too with the terrain/water in action.

Really love how the water and the terrain works well together, great depth and everything. Just wow!
When is the engine going official? I'd love to see people's reactions :)
#199
We're going to announce publically this week. Soon as I get the collision and some other stuff fixed I'll give the PR guys the go ahead to start pimping. :)
06/01/2005 (5:36 pm)
Wow, that's LOVELY. Really nice water.We're going to announce publically this week. Soon as I get the collision and some other stuff fixed I'll give the PR guys the go ahead to start pimping. :)
#200
@ Stefan - Awesome dude, very nice work.
06/01/2005 (6:34 pm)
Dude, never say "Lovely", it's not very "Manly" lol.@ Stefan - Awesome dude, very nice work.
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