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Show error when adding a huge plane above plane terrain.

by Prodigy Andy · in Torque Game Engine · 12/28/2007 (6:00 pm) · 9 replies

I want to add a huge plane above plane terrain (The huge plane is just 5mm higher then terrain), but it was showed broken when camera was high.

high camera picture
prodigyandy.googlegroups.com/web/bad.JPG?gda=OsnM9TgAAACCyK8GskNfKhMwvpvKCVjMMrC8YtuGyfntJ_hcpBaP82G1qiJ7UbTIup-M2XPURDSF5f86_VvpWs4psxDDiclS&hl=zh-CN
low camera picture
prodigyandy.googlegroups.com/web/good.JPG?gda=oBY61jkAAACCyK8GskNfKhMwvpvKCVjMMrC8YtuGyfntJ_hcpBaP82G1qiJ7UbTIup-M2XPURDQ-b93WU4hcM0hGJdD3YQPX&hl=zh-CN
Does anyone know how to avoid it?

Thanks.

#1
12/28/2007 (7:38 pm)
More than likely it's a z-buffer sorting issue as you get farther from the object. Two options come to mind, maybe one will work for your situation.

First, you can move the object up a little higher above the terrain. This might actually be a good test to see if it is in fact a z-buffer problem.

Second, you could try creating a hole in the terrain under your plane object so there's nothing there to cause sorting problems. This could be a little difficult to work with around the edges of the plane object.

Hopefully one of those will at least help you find the actual problem and possibly lead to a good solution.
#2
12/28/2007 (8:16 pm)
Thank you first. :)

I tried follow your first solution, and it was really get better effect when I moved the plane object higher above the terrain.

But in fact , I want to use the huge plane object to replace the terrain texture. If I moved the plane higher, the player will find their foot disappeared. for the same reason, I think your second solution is not fit to my problem.
#3
12/28/2007 (8:41 pm)
Ah, I see what you're trying to achieve.

Honestly, your best bet for that would be implementing the polysoup collision resource, so you would have as much flexibility in the terrain as possible. That's a somewhat involved task, if the comments to the resource are any indication.

The next best bet would be to use constructor to make a .DIF object for your plane and use that as the terrain replacement. You'll get good shadows and built-in collision, regardless of how high it is off the ground.

You won't get foot prints though, and I'm guessing you wouldn't with polysoup, either.
#4
12/28/2007 (10:18 pm)
Thank you, Don.

One question, what is polysoup mean? :)

I once made a .dif object, it's really good solution, but not for me.
Dif object will add the load of server for the collition detection.
#5
12/28/2007 (10:44 pm)
It's a TGE Bug?

prodigyandy.googlegroups.com/web/war3.jpg?gda=qFqZrTkAAACCyK8GskNfKhMwvpvKCVjMpHubGG0a-X6W3_NUxfjBaGG1qiJ7UbTIup-M2XPURDSMpswCFVk9UIEdzZxm3D9s
It's a snap picture of war3. After a undead player build a building around his town, a black texture will spread automatic in the terrain.
Is there the same solution in TGE? Or at least let me solve my problem I met above.
#6
12/29/2007 (12:16 am)
Couldn't you use a texture brush the way the editor does to color terrain? It would involved determining how the texture is changed in the editor, but could be a more flexible solution. There might be resources for this. In fact, I will have to look myself as I want something like that.
#7
12/29/2007 (2:13 am)
Frank carney, the texture brush is limited to my project. I have tried it too.

Or there is some resources to brush terrain texture as my wish.
#8
12/29/2007 (6:15 am)
Oh, I get what you're thinking of now. Unfortunately, I'm mainly an artist so my solutions aren't going to work for what you're after.

EDIT: Here's the link to the Polysoup resource. tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon
#9
12/31/2007 (6:10 am)
Thank you very much ,Don.

:)