Terrain
by Bloodknight · in Torque Game Engine · 06/17/2008 (8:48 am) · 6 replies
Sorry, being the halfdwitted half sighhted nub that i am, i just noticed theres a terrain discussion area so i moved the thread there.
original post
just as a reply though.. as far as i can tell the terrain in TGEA is exactly the same as in TGE you bare stuck with 1 detail texture for however many textures you can add. It lookes pretty damn good if you want your entire map area to be covered in grass, the visuals then rival anything out there. The problem comes when you want to add a path or something, sure you can reduce the square size and add a path, but at the end of the day the texture is still the same, the grass detail covers rocks and sand and is generally a poor terrain overall
original post
Quote:
I'm steadily going word blind over all this terrain stuff, either the search engine is not pulling any useful or relevent information or the useful and relevent information isnt..
So i apologise in advance if this information is elsewhere or i sound anti TGE, but i'm just tired and easily irritable after days and hours of reading without finding answers.
I am having huge problems with the terrain and how it looks, i have the ability to add very deatails and high resolution models and buildings, yet every screenshot is completely ruined by what looks like last century old technology as far as terrain visuals are concerned.
the only official response if seen is from Ben Garney? (sorry if i got your name wrong or single you out) stating memory limits and slow rendering, but that thread and comment was a long time ago, and even the cheapest and nastiest gaming graphics cards now have more memory and better processors than computers as a whole had when those comments were made.
So heres the questions, how can i stop my terrains looking crap?
why am i limited to 1 detail texture when i can have anywhere between 6 and 14 textures on a map?
Rocks that look like grass are unnaceptable, as are dirt paths that are covered in grass texture.
i read somewhere that you can use higher resolution textures for the terrain painting but there no information that goes beyond certain peiople saying how you should stick to the assembler blender or your application will suck, i'm not an advanced programmer but i am somewhat tenacious so givent some hinds on how to and where to i'll give it my best shot to repair what i consider to be one of the very few big issues in what is in essence an awsome engine, i love everything about TGE with the exception of the whole terrain thing which really is a killer for me :(
pretty much every game created in the past 5 years that ive played has detailed terrain paths that look like paths, rocly areas that look like rocks, i just dont understand how this has not been addressed in the years that this engine has been supported.
what i'd ideally love is the ability to use 1024 textures, multiple detail textures (grass detail works for all colours of grass) but 4-5 detail textures would make the world of difference, what would be ideal of course would be elimination of detail textures and be replaced with the ability to paint decent looking non stretched and ugly textures, meh, even 256 textures could be made to look pretty good under those circumstances.
i dont want the usual standard responses ive seen around such as 'its too hard' or 'its crap by design' ive even seen a comment in the past few months saying its better for performance, i really dont care, i want capability not excuses :p
i'm sorry if it all sounds negative, but at this point i see TGE as being like buying a ferrari with a 50mph top speed, awsome but missing something
just as a reply though.. as far as i can tell the terrain in TGEA is exactly the same as in TGE you bare stuck with 1 detail texture for however many textures you can add. It lookes pretty damn good if you want your entire map area to be covered in grass, the visuals then rival anything out there. The problem comes when you want to add a path or something, sure you can reduce the square size and add a path, but at the end of the day the texture is still the same, the grass detail covers rocks and sand and is generally a poor terrain overall
About the author
#2
The Terrain forum is a little off the beaten track; you'll probably get more traffic here ;P
06/18/2008 (6:24 am)
Oh, okay - I thought TGE solved that particular issue. I completely agree that this is quite a nasty 'feature', and I'm surprised it's the same with TGEA. I didn't mean to imply that changing the square size would help with detail textures, but looking back, I can see I did :P. Nothing fixes that for now. It's one olf the things I'd love to do, if I ever gain the competence - totally fix the addMaterialMapping system in TGE. Not just for detail textures, but bullet sounds and stuff as well. And for interiors as well. All of which I think was the original intention.The Terrain forum is a little off the beaten track; you'll probably get more traffic here ;P
#3
While switching to TGEA would solve this particular problem for the most part, and i do own it it does provide additional problems so its not a real solution for me.
I had read somewhere that theres a non assembler version of the blender that in theory should be more easily modified to accept larger textures, this would imo bring it inline with at least the legacy terrain features of TGEA and solve pretty much all of my problems... maybe the legacy terrain code could be altered to fit TGE? i'm pretty new to the whole torque thing despite being an owner for quite a while and my main focus has been the other areas of world building.
Whilst as i previously stated i'm far from and advanced programmer particularly when it comes to graphics and opengl/directx, i'm willing to give it the good old british try as they say (this isnt to say i wouldnt really appreciate some graphics programming gods divine intervention saving me this task:) )
aye i noticed the terrain forum is a little slow moving compared to others :) maybe i'll go delete that one :p
06/18/2008 (7:08 am)
TGEA does have a much better terrain texture painting system, mainly because it supports (or at least seems to in the short time ive had to experiment with it) much larger texture sizes.While switching to TGEA would solve this particular problem for the most part, and i do own it it does provide additional problems so its not a real solution for me.
I had read somewhere that theres a non assembler version of the blender that in theory should be more easily modified to accept larger textures, this would imo bring it inline with at least the legacy terrain features of TGEA and solve pretty much all of my problems... maybe the legacy terrain code could be altered to fit TGE? i'm pretty new to the whole torque thing despite being an owner for quite a while and my main focus has been the other areas of world building.
Whilst as i previously stated i'm far from and advanced programmer particularly when it comes to graphics and opengl/directx, i'm willing to give it the good old british try as they say (this isnt to say i wouldnt really appreciate some graphics programming gods divine intervention saving me this task:) )
aye i noticed the terrain forum is a little slow moving compared to others :) maybe i'll go delete that one :p
#4
06/18/2008 (7:22 am)
Hmm... you're right, having higher-resolution textures would alleviate this issue a lot. If your textures are high-res in the first place, there's no need for detail textures...
#5
06/18/2008 (7:58 am)
Wierd 50 minute double post... umm seems refreshing a page after youve posted resubmits the post
#6
06/20/2008 (8:49 am)
Yes it does. Hopefully that will go away with the redesign.
Torque Owner Daniel Buckmaster
T3D Steering Committee
This is not really a great fix, but if you want better looking terrain, just decrease the square size. Of course, this makes your maps smaller, but it does help.
EDIT: Hey, where'd the OP go?