Game Development Community

[Question] Terrain Tools: Which one is better?

by St. · in Torque Game Engine Advanced · 03/27/2009 (10:58 am) · 8 replies

Hello, everyone.

I am currently working (or, at least, trying to work :)) on a game where beautiful landscape is supposed to be one of the most important features.
I am using Atlas terrains and L3DT has been my tool for their creation so far. But recently I have stumbled upon two other pieces of software that look simply amazing: Grome (www.quadsoftware.com) and World Machine 2 (www.world-machine.com).
Results achieved using those *things* are stunning. And, what's more important, they also promise awesome real-time editing functionality and many other things. And I must admit that real-time editing in L3DT has been a little bit of pain for me and the ability to add objects directly to the maps during creation would be a huge relief.
I do not experience any lack of funds, but I'm not a millionaire either to buy every single license available out there. :)
I've seen several threads here about both of those editors, but no one seemed to compare them, and the info seems to be outdated as well.

So, has anyone tried any of those lately? Which one is better? Which one is better for use with TGEA? Which one handles the huge terrains (4096x4096-like) faster? And, most importantly, is there any way to export terrains from WM as Atlas?
Any advice is welcome, as I'm just tearing myself apart at the moment.

#1
03/27/2009 (2:11 pm)
You have TGEA and money to buy Grome? Why not wait until T3D is out and see how the terrain is, you might want to upgrade to T3D instead. Atlas is not in T3D, so you will need a software than can create the files needed for T3D terrain. I have Grome and it is great, and should work with the new terrain once it is out.. At leats they say they will support it:)


I have not used World Machine but I also have L3DT and do like Grome better.
#2
03/27/2009 (2:21 pm)
It might sound strange, but I'm not looking forward to porting my game to T3D in the nearest future as it is just... too awesome. :)
Performance of TGEA 1.8.1 is on a very decent level in a balance with graphical capabilities, but I'm afraid that T3D could have a serious impact on performance because of all its new features. Before the new engine is fully tested and there will be results showing that it's at least as fast as TGEA I don't want to hurry in acquiring an engine just for it's editor tools (although those are very tempting, I must admit :)).
I still want my game to run on an average PC.
But 3rd party tools will always stay the same and I could possibly use them for something else as well. ;)
#3
03/27/2009 (4:26 pm)
I own L3DT and Grome, as well as Leveller, Worldforge, and a number of others but haven't tried the other one you mentioned. Grome is far and away my favorite of those.
#4
03/27/2009 (6:17 pm)
As far as I am concerned, World Machine has been forgotten for some time as its previous version (1.x) was lacking too many important features to be even considered as a competitor to Grome and others. 2.0 has been developed for almost several years. But since it's finally out and I've heard some very good rumors about it (e.g. that there are many well known game development companies using WM for their next-gen games at the moment) and its unique "node system" I started doubting... Just take a look at WM gallery, even Grome looks unprofessional compared to those results, imho (although maybe it's just a beautiful ad, I don't know)...
But, of course, if there is no way of exporting those miracles as Atlas maps it's probably not worth of one thousand dollars...
Nevertheless, thank you for your reply, I guess I'll still stick to Grome in the end.
#5
04/02/2009 (8:24 am)
Just to reiterate from previous blogs and threads, there will be no Atlas terrain functionality in Torque 3D. When I get to the office, I will check to see if those tools can still output data in a format usable by Torque 3D. Hold tight.
#6
04/02/2009 (9:02 am)
Just an FYI...

When I heard there was no Atlas support for T3D, Gromes reply was they should be able to export to T3D, and if not they will find a way.

Grome also has a SDK that can be used so the community could build an exporter as well.

LOTS of options with that software.




#7
04/02/2009 (4:17 pm)
Quote:When I get to the office, I will check to see if those tools can still output data in a format usable by Torque 3D. Hold tight.
That would be great, thanks. :)


Quote:Gromes reply was they should be able to export to T3D, and if not they will find a way.

Hmm, Grome sounds very enthusiastic about its compatibility with Torque. That's a definite huge plus.
And I haven't heard any opinion about WM yet and that leaves it far behind...
#8
04/02/2009 (9:47 pm)
So long as Torque3D can import a heightmap in bmp, png or raw format (any of the above) then it should be compatible with L3DT and Grome, which should be compatible, heightmap wise. Though unless something new has been added you would probably have to texture in-game. This is all pure speculation, just based on how it works with Megaterrains in TGEA.