Small Atlas terrain
by Bobby Leighton · in Torque Game Engine Advanced · 03/31/2007 (8:22 pm) · 7 replies
Ive never seen any one make small atlas terrains and i was wondering how well it would world to use them to make small terrain tile that you could make to bring into the editor lie in the world editor for Never Winter night I think it was called to Aurora Engine or something. Anyway not only would i be able to generate more detailed terrain it would allow me brake up the world a lot better, so i can write a culling program into atlas that wont make part of the terrain disappear but the entire piece that were already broke up to begin with, make sense? I think this will allow me do get the type of detail on terrain that my self and a few other are looking for.
#2
But what i am going to do is make a base terrain using atlas2 blended terrain, then i will layer a non-tiling legacy terrain over the top of it allow me to give it an extra bit of detail that can be for a entire different texture set. Them im going to make separate mountains to layer in the area i don't want the player going to, im thinking this should work, but TY for the opinion:)
Cheers
Bobby Leighton
04/01/2007 (8:26 am)
Yeah i tried it out, and even though i can make them disappear at any distance automatically it still not giving me the effect i was looking for.But what i am going to do is make a base terrain using atlas2 blended terrain, then i will layer a non-tiling legacy terrain over the top of it allow me to give it an extra bit of detail that can be for a entire different texture set. Them im going to make separate mountains to layer in the area i don't want the player going to, im thinking this should work, but TY for the opinion:)
Cheers
Bobby Leighton
#3
(I thought about looking into billboard LoD levels for far away atlas2 chunks which would be great for mountains, but haven't had the time due to programming job and 60h+ per week study ... :( )
04/01/2007 (12:11 pm)
Sounds like an interesting idea, would really like to know how it works out when you are done :-)(I thought about looking into billboard LoD levels for far away atlas2 chunks which would be great for mountains, but haven't had the time due to programming job and 60h+ per week study ... :( )
#4
04/02/2007 (2:19 am)
Used to do something like that when i used 3dgamestudio, but it was like a curse when the LOD fetched up, or coarse i was implementing it through scripting only cause 3DGS doesn't give up its source:(
#5

The mountains over to the right edge that are far away and are dark extend down to where im standing, the bottom is the flowers you see, the rest is a non repeating legacy terrain in the middle. Now im going to work in my off time to play with the terrain manager to handle the more detail texture. Now that i finally came up with the money to buy Dreamer MMO products, i can finally finish the graphics mods to the engine and get it all built in one move, well a couple months move anyway:)
04/02/2007 (3:52 am)
K here you can See that each piece i hake has it own detail texture, so with a little careful planning and making sure the square sizes match up, other wise there is a problem with when texture are faded when, it appears different on each terrain if not careful. Also i plan to use this to make roads the same way you can sort of see from the example Ill post more as i progress.
The mountains over to the right edge that are far away and are dark extend down to where im standing, the bottom is the flowers you see, the rest is a non repeating legacy terrain in the middle. Now im going to work in my off time to play with the terrain manager to handle the more detail texture. Now that i finally came up with the money to buy Dreamer MMO products, i can finally finish the graphics mods to the engine and get it all built in one move, well a couple months move anyway:)
#6
04/02/2007 (11:47 am)
The Titas kit (unavailable after April 6th) has support for 2 detail textures on an Atlas terrain right now. Future updates plan to include up to 4 in the immediate future (1 for each Blended terrain texture), and possibly more.
#7
04/03/2007 (11:09 pm)
I noticed that, and im in the process of tearing it apart so i can get each piece in one at a time so i can stamp out bugs as we go, thanks for the post!!:)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Atlas2 itself has chunks, so if you want to implement culling I would do it basing on those instead of trying to enforce Atlas2 to behave like tiled legacy terrains (which I would use for your approach instead of atlas as you can create and modify them straight in TGEA) ...