Game Development Community

TGEA Terrain question...

by Ryan Jaeger · in Torque Game Engine · 04/21/2008 (4:56 pm) · 14 replies

Can you make holes like in the old TGE terrain in the default TGEA 1.7 terrain?

#1
04/21/2008 (8:10 pm)
You can in the MegaTerrains, but not the ATLAS terrains.
#2
04/21/2008 (8:24 pm)
Yeah megaterrains is what I was referring to thanks!
#3
04/22/2008 (6:23 am)
Just to not let the impression come up that there is anywhere that legacy terrain is superior to Atlas... :)

Atlas eats arbitrary meshes and thus fully supports holes and such. It's just that currently, you'd have to write a mesh importer for Atlas to make use of that (so David was of course correct with what he said).

You could even do caves and such, only that then clip maps would probably turn out to be a pain in the bum.
#4
04/22/2008 (6:28 am)
Yes, this is true. I was thinking "out of the box". I've been following the ATLAS discussions on creating caves and overhangs. Some very cool stuff! I was thinking in terms of the current toolset and default usage that I've seen. Even though it's been possible for quite a while, it just recently came up as to how it could be done. It was a pleasant surprise, too!
#5
01/18/2009 (7:08 am)
While I hate to dig up an old thread, I was under the impression that MegaTerrains were heightmap based?

Can you create holes/tunnels easily in MegaTerrains - and what about cliff overhangs etc?
#6
01/18/2009 (11:27 am)
ya they are based off heightmap but you can edit the terrain after importing your heightmap as for digging in i did not know it had that might test it today. if this thread was in the right place i would of found it.
#7
01/18/2009 (4:12 pm)
Yeah I didn't realize this was in TGE for a TGEA question!

If could let me know the results of your findings that would be appreciated! It sounds like it just has built in support for making holes to some extent, but nothing like the ability for cliffs/overhangs.

I think you would still need an interior to make any sort of cave or tunnel
#8
01/18/2009 (4:20 pm)
i tested it you can read it in your other post and it will say everything there its in the tgea section.

as for cliffs/overhangs someone made a thing to go with tgea to make cliffs/overhangs super easy as where it is i do not know will post again if i find it.
#9
01/18/2009 (4:25 pm)
here it is i know i seen it some place in this new site. i had to go to tge and press update and its got the post for the product right there. why is it there have no clue the update thing should be renamed in in tgea but who cares for now.

www.garagegames.com/community/blogs/view/15649
#10
01/18/2009 (7:01 pm)
Not really a terrain based cliff system like crytek, just rock models with a very impressive texture/shader system.
#11
01/18/2009 (7:16 pm)
lol you expect anything like crytec. cry engine is a very good engine that way it cost over a mill and i don't expect one thing made by this community to look like cry engine and i still have not seen anything as good as it its just to much work. crytec got 100s of people working on there games and that engine at the same time not like here you got 1 person alone doing things for a engine not a party of 100s. now if everyone that is just working on this engine stuff and worked in a party you might see better things but that is more then likely never going to happen.

its because most of them want money for there hard work how are you going to give this person from this country this amount of money and another in this county there money it just be to hard to give each there money to where its not worth it. they will also fight over he got more then me or something.

you might expect high end tec but i don't and never will.
#12
01/19/2009 (1:55 am)
I believe crytec uses Voxel Terrains, which is what C4 just implemented. It as many advantages, so hopefully he can overcome the disadvantages with his new LOD implementation for it.
#13
01/23/2009 (1:48 pm)
I remember the voxel tech lawsuits in the 1990's...or at least the fear of lawsuits. Ah patents...

The C4 implementation is a good start down the road for nice terrain management. Personally when it comes to editing, I still really like Sauerbraten's blocky interface, but that's just me.
#14
01/23/2009 (2:32 pm)
Lawsuits? Interesting, I guess it musn't be as much of a problem now?

Really curious as to why many engines don't use it, I mean it probably has a bit of a performance impact, but if engines are using it they aren't going to come up with ways around this either.

Crytek uses voxel terrains I believe, perhaps more engines will start adopting it.