Terrain Sewing?
by Bobby Leighton · in Torque Game Engine Advanced · 12/10/2007 (12:47 pm) · 3 replies
I remember in another game engine i used(3DGameStudio) there was code for terrain sewing someone made in the community, if I thought i could somehow convert their native WDL language to the Torque scripting language, or into C++ which is what I'm thinking this should be done in, I don't think you could do the changes necessary through scripting. I'm just wondering if this can be done with anything other than static terrains, cause our Atlas2 is continuous LOD and somehow I think that makes it harder, would I not have to sew together each lawyer of the Atlas chunk...i would not know where to begin but this would be great for putting together large world made up of many Atlas2 maps:) Any Ideas would be appreciated, a place to start and an understanding of how to start structuring this...I'm sure everyone would benefit from an effort like this? If this was C# I think I could get it started...but I haven't got the hang of doing anything other than basic modification with any of the C languages.
#2
The effect I'm going for is like the terrain in WOW, I already have it culling like their terrain, and I have the texture quality on par with theirs. I suppose I could make one HUGE map, but then I would have to make more texture handles, and write in and extra opacity map for texture placement. it would be impossible to put a desert, 2 temperate forests, and an arctic zone with only 4 textures....
12/10/2007 (11:06 pm)
Well that silly, it was designed so you can have more than one terrain block per mission, I just don't like just having them mushed together, it makes it so i have to hide the seams with DTS models and that not always convenient, it is OK if you don't know how i will figure it out, i will just ask my professor when I get a chance if I don't get a response here, or another class mate, thank s anyway.The effect I'm going for is like the terrain in WOW, I already have it culling like their terrain, and I have the texture quality on par with theirs. I suppose I could make one HUGE map, but then I would have to make more texture handles, and write in and extra opacity map for texture placement. it would be impossible to put a desert, 2 temperate forests, and an arctic zone with only 4 textures....
#3
Another thing why I would not do it on Atlas is the fact that they are streamed.
More than one atlas = more than one streaming -> potentially decreasing overall performance.
12/11/2007 (2:10 am)
You can have multiple waterblocks as well in your world and only do it if you prefer performance break downs and problems.Another thing why I would not do it on Atlas is the fact that they are streamed.
More than one atlas = more than one streaming -> potentially decreasing overall performance.
Torque 3D Owner Marc Dreamora Schaerer
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