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Sizing large outdoor level? #366615
04/05/11 18:04
04/05/11 18:04
Joined: Aug 2010
Posts: 9
A
a350 Offline OP
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a350  Offline OP
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Joined: Aug 2010
Posts: 9
Hello!

I actually try to implement a simulator for a wheeled port-crane.
For that purpose I have designed a really nice wheel-port-crane, a number of containers and I finished physic-animation for driving around the crane as well as pic up and release the containers. All that I tried in a little test-level.
Now I would like to start designing my port. But before I can start, I have to ask a question (I fear many of you will classify it as a beginner-question):

How do I decide the size of the level??

My port-crane is 281 quants in lenght and 113 quants in width. With an appropriate proportion, my port-level has to be nearly 60.000x35.000 quants. Really big. I made a rapid test-level in WED with a simple plate and a test texture. The compiled level (wmb-file) has 120MByte, WED doesn't display the plate in some zoom-settings and the 3D-window cann't display the whole plate. In common it isn't very comfortable to work with such big objects.
It seams that WED doesn't like as large levels!?

Has anybody of you a recommendation for me, how to choose the size of the level respectively the size of the model (port-crane), that the two sizes stand in correct relation?

It was hard work to fit the physic-settings for my carlike crane and the physic connection between the crane and the containers. So if it would be possible, it would be nice, if I don't have to scale my models. Otherwise I have refit all the physic-settings.

If anybody recommend me to split the big level in an number of smaller ones, please give me a hint how I can connect the levels correctly, so that my player doesn't notice that he changed the level. Especially, how I change the levels when I drive a physic-modell with many physic constraints.

Sadly I found no topics in tutorials or manual.

Thank anybody so much, for saving me a lot of time.


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Windows 7 / 64bit
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Re: Sizing large outdoor level? [Re: a350] #366656
04/05/11 23:48
04/05/11 23:48
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Well, the level size of 60.000 x 35.000 quants is ok. I don't see no reason to scale that down. If you've set up your physics code to work with that scale it wouldn't even make sense to change that now. Especially 281 quants in lenght and 113 in widht are not to much for an object.

WED doesn't care about your level size in terms of quants. But placing a plate that fills the whole level is a rather bad idea. You level should consist of several blocks and objects, not a single plate. The size of the compiled level depends on the number of blocks, the amount of lightmaps and their resolution and the number and size of textures used.

If splitting the levels up makes sense depends on the size of your level - not in quants, but in lightmaps and texture terms. If you got large amount of lightmaps used and there are textures that are used exclusively in special areas of the level, splitting these up can make sense. It terms of gameplay it is important, that the player does not get the feeling he is magically transported when loading level data. Small corridors with edges are optimum places to do a level load. Don't let objects all of a sudden disappear. Arrange your level so, that there is a limited field of view for the player where other level areas can hide.


Always learn from history, to be sure you make the same mistakes again...
Re: Sizing large outdoor level? [Re: Uhrwerk] #367087
04/09/11 16:41
04/09/11 16:41
Joined: May 2009
Posts: 439
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TerraSame Offline
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TerraSame  Offline
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Joined: May 2009
Posts: 439
a350....
I agree with the advice given...
Scale and size is all relative. For example: I have huge levels.
In my levels the avatars are very very small.
So to make the system work, all I do is set the distance that the camera is away from the avatar....
That's it...
My levels push 3dgs right to the maximum size limit...
If you want to test the actual size limit of game studio... simply scale your ground terrain up until you get an unable to compile error.
Of course you will want to increase your level compile size in the compiler to max it out too...
3dgs is capable of very large levels... My latest project, "Isle Royale" encompasses one ful degree of latitude and one ful degree of longitude of the earth about 60 sq. miles...
If I could scale my avatars smaller and then therefore also the terrain I would then reduce the camera distance and I would be able to use even a larger terrain...
Unfortunatly my aratar size is already so small that I can hardly see it in WED even when I zoom all the way in... it is just a tiny spec...
What you simply need to do is get the proper distance from your camera to the avatar/crane set....

What concern me most abut your post is your compiled level size of 120 meg...
I think that you could reduce that size considerably and then your project would run even smoother and with a higher frame rate...
My first guess is that you should look at your textures...
If they are not .TGA textures you should revise them...
Shy away from .jpg and .bmp files for textures... They expand your model file size greatly and reduce frame rate...

One last bit of advice... if you find it difficult in getting around your level using WED, try locating objects in WED just for moving around in WED quickly.
Locate the objects then make them passable and invisible so they don't show up in the completed running project.
Then while working in WED use the "Go To Object" option... That helps get around in WED quickly... Just right click on the object in the stack and choose "Go To Object"
More questions... Just ask...

Re: Sizing large outdoor level? [Re: TerraSame] #367100
04/09/11 20:42
04/09/11 20:42
Joined: Aug 2010
Posts: 9
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a350 Offline OP
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a350  Offline OP
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Joined: Aug 2010
Posts: 9
Dear Uhrwerk and TerraSame,

thank you very much for your replies. They were full of important information for me.

I'm confident that I can now do the next steps.

Maybe one more question:
My port, where the containers are stored, in reality is nearly a plate and the whole plate has the same look (concrete) but with many of different road markings. Do you recommend me to realize the road markings with individual plates and different textures (which has integrated the road markings), or with sprites, ..? Especially the curves I don't know exactly how to do best.
At the borders of my "main-plate" a number of normal streets (asphalt) should be connected. How should I do the corners of grass, between the port-plate and the streets? I tried to use terrain and paint it with different textures in GED, but I failed. Do you eventually know a tutorial which explain painting terrains in GED more detailed than the "Level Design Tutorial" on 3DGS-hompage does?
In common, I would be thankful for hints how to realize a lot of different textures on the ground of levels (grass, roads, road markings, different soil conditions, ...). I hope I could convey my problem to you comprehensible!?

Thanks ones more.


Acknex A8 Commercial
Windows 7 / 64bit
Intel Core i7-950
GeForce GTX470
Re: Sizing large outdoor level? [Re: a350] #367121
04/10/11 00:49
04/10/11 00:49
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
I think the limit size 2 million in any direction and has a lot to do with with the maximum value of var more than anything else.


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Re: Sizing large outdoor level? [Re: FoxHound] #367125
04/10/11 03:41
04/10/11 03:41
Joined: May 2009
Posts: 439
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TerraSame Offline
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TerraSame  Offline
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Joined: May 2009
Posts: 439
Hi...
Your textuing question, I imagine, will possably get you many different suggestions.
Texturing is a form of art which combines technical expertise with artistic ability.
Depending on your desired outcome you can use different methods.
I suggest that you use multiple terrains each with its own skins.
I also suggest that you start off using an easy method, Then up-grade your system as you learn and understand the different methods.
Using a standard "Shader" will provide you with very nice results. Combined with nice individual terrains will give you a good quality but depending on your effort the quality can vary.

First, you should have a look at the 3dgs standard shader.
But, start by getting into the 3dgs manual and do a search using "Entities" then carefully read the section about "Terrains". Take note about the "fx_terraintex" action.

Then do a search using the term "Shader Libary".
There you will find a section entitled "mtl_terraintex effect".
Read and learn about that system.

For a good tutorial that will help you with the artistic aspect, I suggest that you look at the "Mysty Mood Template" by Loopix.
When you down load their demo, you will then find their manual that explains how they enact their syatem.
They explain how to use an "Alpa Channel" which can help you greatly.
http://www.loopix-project.com/
Once on their web site pick "Easy" then "Templates" and download your choice.

You will need a good paint program like "Photo Shop Adobe" or "Paint Shop Pro".

There is a lot to learn about good texturing.
As you learn these procedures, I strongly suggest that you back-up and get your present project completly under control.
Make sure the model textures are as small as possable and in the power of 2 (256x256, 512x512, 1024x1024 etc...) and that the model file sizes are as small as possable.
Another way to reduce file size with animated models is to use "Bones" animation rather the vertice animation.
Best of luck.... And have fun...


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