Game Development Community

Big Atlas2 terrain for test?

by James Laker (BurNinG) · in Torque Game Engine Advanced · 01/08/2007 (6:26 am) · 29 replies

Sheesh got sidetracked beeegtime today trying to get a bigger atlas terrain in for testing, and still didn't manage to get it working.

I was wondering if anyone has an Atlas file (bigger than the Terrain_Water_demo) to share with the community for testing purposes.

Regards
James
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#21
02/27/2007 (6:26 am)
Im making a huge terrain with L3DT.
It took about 2 weeks to generate the attributes map (2,8GHz with 1GB RAM).
The size is about 30km x 30km and tonight the generating continues ;)
#22
02/27/2007 (6:45 am)
@Jeremy: Nothing you've said can be denied. I (and I imagine several others) were upset that TGEA was released without a terrain editor. However, we're at a point in our project where we can't really turn back now. We already lost a lot in our transition from TGE to TGEA and we can't afford to learn an entirely new engine again. So, I understand totally where you're coming from, and if you're at a point in your project where you're free to switch engines, then great. At the same time, you should keep an eye on updates to TGEA, as I'm confident that Ben Garney will get things done.
#23
02/27/2007 (6:50 am)
@Jeremy: Nothing you've said can be denied. I (and I imagine several others) were upset that TGEA was released without a terrain editor. However, we're at a point in our project where we can't really turn back now. We already lost a lot in our transition from TGE to TGEA and we can't afford to learn an entirely new engine again. So, I understand totally where you're coming from, and if you're at a point in your project where you're free to switch engines, then great. At the same time, you should keep an eye on updates to TGEA, as I'm confident that Ben Garney will get things done.
#24
02/27/2007 (6:58 am)
@Jeremy: Nothing you've said can be denied. I (and I imagine several others) were upset that TGEA was released without a terrain editor. However, we're at a point in our project where we can't really turn back now. We already lost a lot in our transition from TGE to TGEA and we can't afford to learn an entirely new engine again. So, I understand totally where you're coming from, and if you're at a point in your project where you're free to switch engines, then great. At the same time, you should keep an eye on updates to TGEA, as I'm confident that Ben Garney will get things done.
#25
02/27/2007 (7:06 am)
@Marc: You got L3DT_Atlas to compile and run? Please tell me how.
#26
02/27/2007 (8:06 am)
@Erik: Interestingly enough, we are not doing something Earth medieval based. In that vein however, think about North/South America native people that built buildings in to the sides of cliffs. Having the zone teleporters won't work, as one would need the ability to see/interact with the outside environment through windows, just as a simple example. Oblivion uses the same concept you have suggested, and while i enjoy that game, it kills the immersion when every time i go inside, i become totally cut off from the outside world. No more indication of who is walking outside, what the weather/time of day is, etc.

@Mark: I guess what i'm looking for, as a repeatedly paying customer (tge 1.4, tge 1.5, and tgea), is some official response from whomever is authorized to do so regarding the concerns that the paying customers are asking. Looking around the TGEA forums, it is not just you and I that seems to be concerned about this. I recognize that i have not put down the rumored $700,000 for the Unreal 3 engine, however that shouldn't matter on core components of what has been paid for at the asking price.
#27
02/27/2007 (8:26 am)
This is from Brett Seyler, originally posted in this thread.
Quote:
We all want an Atlas terrain editor (it's Ben's top priority) within the one year time frame, but we simply can't guarantee this. Atlas is a very large terrain solution for flight sims, RPGs, etc. People asked for it, and we made it. There are methodologies for making Atlas terrains. A terrain editor was not promised, and in fact, our EA product page was extremely short, and full of language that stated the engine was in development and the features would change.

But here's one from "the Atlas man" himself, Ben Garney, originally posted in this thread.
Quote:
(Nigel Budden): ... How do I punch holes into the terrain so that I can put my underground sections back in? ( I realise there isn't a way to do this via the editor, is there a way to do it via code? ...

(Ben Garney): You can remove triangles from the mesh via code - not very fun. The next update I do to Atlas will put that feature, along with many others, back in.

That is all the "official word" that I have seen, "leaked" out to the forum audience.
#28
02/27/2007 (9:08 am)
Mark: No I was unable to get it compiled. But Jeremiah put the compiled version in the TGEA tools board to download and that works with L3DT 2.5 RC1 and RC 2.2.
www.garagegames.com/mg/forums/result.thread.php?qt=58431
#29
02/27/2007 (9:17 am)
Thanks Marc.

PS Good name! ;)
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