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TGEA 1.7.0 Beta 1 Bug - Legacy terrain bug

by Fyodor -bank- Osokin · in Torque Game Engine Advanced · 03/27/2008 (3:16 pm) · 2 replies

I'm getting some strange collision issues while playing around with this build.
The problem: some of the "hills" have problems with collision. I'm just running around and at top of some hills the player falls through - while the terrain made from a plain 128-gray heightmap with manual adjustments of geometry.
I'm testing it in T3D/ mod with current "public" TGEA 1.7 B1 version of engine.
The required texture is ~/terrains/details/rockwall2 (used for painting the whole terrain).

Here comes the declaration of the terrain file in mission:
new TerrainBlock() {
      canSaveDynamicFields = "1";
      Enabled = "1";
      position = "2048 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      detailTexture = "scriptsAndAssets/data/terrains/details/stone_walk";
      terrainFile = "scriptsAndAssets/data/missions/testb.ter";
      squareSize = "8";
      tile = "0";
      detailDistance = "75";
      detailScale = "64";
      detailBrightness = "1";
      texelsPerMeter = "4";
      clipMapSizeLog2 = "9";
   };
Here is the actual terrain file: http://dl1.afterworld.ru/gg/testb.zip

First I tried it with squareSize = 4 and thought it was a squaresize problem, but after setting it to "8" the player still falls through at certain places.

#1
03/27/2008 (4:45 pm)
You should try creating a terrainblock with a 256x256x24 bit heightmap.
#2
03/28/2008 (6:55 am)
Actually, I've used non-transparent 512x512x24 png (filled with R=G=B=128) file to create 4 blocks (megaterrain), then while playing around it removed the rest 3 blocks, renamed "simple_multimap_0_19.ter" to "terrb.ter" and started messing with it.

Can I create a single terrainBlock initially using png file as a heightmap?
And what "Heightmap Scale" means? The scale of height? 64 = ?

Overall it works very well :) Good job!