TGEA 1.7.0 Beta 2 Bug - Terrain Editing - edges
by Fyodor -bank- Osokin · in Torque Game Engine Advanced · 03/29/2008 (6:20 am) · 4 replies
First, thanks for "New Mission Template"!
Second: there is a bug while editing terrains (edges).
At two sides the one "row" of vertexes are not affected by modifying terrain geometry. If you go to the opposite side and edit geometry there - the vertex (on previous side) is now affected.
Here are some screens showing it:
Steps:
1. load "New Mission Template"
2. Goto the nearest terrain corner
3. Press F11 -> F6 (Terrain Editor)
4. Try to lower the terrain:
screen1
You will see that one row of vertexes are not even covered by brush.
5. Fly to the opposite corner of the terrain
6. Lower (or upper) the terrain geometry:
It actually moves the "opposite rows" on the "other side".
I've set the squaresize = 2 to take this screenshot, as it can be clearly seen what the problem is.
After quick looking through the terrainEditor.cpp I was not able to find how to fix it (due to lack of understanding of "terrain" internals).
Second: there is a bug while editing terrains (edges).
At two sides the one "row" of vertexes are not affected by modifying terrain geometry. If you go to the opposite side and edit geometry there - the vertex (on previous side) is now affected.
Here are some screens showing it:
Steps:1. load "New Mission Template"
2. Goto the nearest terrain corner
3. Press F11 -> F6 (Terrain Editor)
4. Try to lower the terrain:
screen1
You will see that one row of vertexes are not even covered by brush.
5. Fly to the opposite corner of the terrain
6. Lower (or upper) the terrain geometry:
It actually moves the "opposite rows" on the "other side".I've set the squaresize = 2 to take this screenshot, as it can be clearly seen what the problem is.
After quick looking through the terrainEditor.cpp I was not able to find how to fix it (due to lack of understanding of "terrain" internals).
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#2
http://garagegames.com/mg/forums/result.thread.php?qt=73273
03/29/2008 (6:55 am)
This has always been the case as it makes repeating terrains possible. See the notes in this thread:http://garagegames.com/mg/forums/result.thread.php?qt=73273
#3
Actually I understand the need of having it - for the "tiled" terrains.
But in case if you build a mission with lots of different tiles (for example 3x3 tiles to cover 6km x 6 km zone) and all tiles are made manually and combined together - this makes this task very hard.
In mega-terrain example it works well as there are only 2x2 terrain blocks and the "affected" vertexes are invisible behind the hills.
But what will happen if you try to make 3x3 or 4x4? Will it work?
Thinking more about that.. Is it possible to make changes in a such way, so the editor behave differently when "tile" set to false and true? If "true" = current mode, "false" = different? Just some thoughts.
03/29/2008 (7:22 am)
Ohh. I see, sorry missed that thread.Actually I understand the need of having it - for the "tiled" terrains.
But in case if you build a mission with lots of different tiles (for example 3x3 tiles to cover 6km x 6 km zone) and all tiles are made manually and combined together - this makes this task very hard.
In mega-terrain example it works well as there are only 2x2 terrain blocks and the "affected" vertexes are invisible behind the hills.
But what will happen if you try to make 3x3 or 4x4? Will it work?
Thinking more about that.. Is it possible to make changes in a such way, so the editor behave differently when "tile" set to false and true? If "true" = current mode, "false" = different? Just some thoughts.
#4
A *lot* more easily said than done =)
03/31/2008 (4:35 pm)
Quote:
Is it possible to make changes in a such way, so the editor behave differently when "tile" set to false and true? If "true" = current mode, "false" = different?
A *lot* more easily said than done =)
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