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MegaTerrains - TGEA Update

by Prairie Games · 03/14/2008 (2:26 pm) · 42 comments

Hey all... it's been a bit since I blogged.

I've been hard at work with the GarageGames crew on the upcoming TGEA update. They've put a whole lot of work in and it's seriously impressive :)

The last couple days I've been putting the final touches on something we like to call "MegaTerrains". These are massive terrains which use some of the latest and greatest TGEA technology including clipmaps.

Here's a group of shots which shows off the system: In the first pic, the little black dot in the lower right doorway is a player. The station can be seen near the center of the second pic... and I added a light blue star to where the station is in the third pic.

www.prairiegames.com/megaterrain.jpg
There's a nifty "MegaTerrain" creator available which allows you to load up a heightmap and baseline its textures. You can also control the square size and height scale of the map you are bringing in.

www.prairiegames.com/megaterrain_create.jpg
The full arsenal of Torque's excellent realtime terrain editing, painting, etc are all supported... including making holes in your terrain :)

www.prairiegames.com/megaterrain_editor.jpg
So, how big can these terrains be? In a word, MASSIVE... and you can have multiple "MegaTerrains" in a mission connected together! :)

I think it's a safe time to get excited about the TGEA update. It'll be here soon :)

-Josh Engebretson
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#41
05/28/2008 (4:54 am)
@ Jaimi (and all others):

Did you find an answer to if the lightmap size of these MegaTerrains is adjustable?
(I
#42
07/01/2008 (7:14 pm)
@Tobias: by default it is 1024x1024 now. You can change this in the terrdata.h header.
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