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Terrain deform also if terrain_chunk is set? #368077
04/21/11 10:20
04/21/11 10:20
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
Senior Member
Benni003  Offline OP
Senior Member

Joined: Aug 2008
Posts: 394
Germany
Hi, I need to deform my terrain.
It's big so I need to set terrain_chunk, but the problem is that terrain deforming is not working if terrain_chunk is set.
is there any possibility to deform the terrain also when terrain_chunk is set? Thank's for help

Re: Terrain deform also if terrain_chunk is set? [Re: Benni003] #368080
04/21/11 10:45
04/21/11 10:45
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
xxxxxxx Offline
User
xxxxxxx  Offline
User

Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
what???
it's possible. what funtion are you using???

Last edited by xxxxxxx; 04/21/11 10:46.

Es ist immer wieder erstaunlich, dass Leute die riesen Scripte schreiben die einfachsten sachen nicht können zb. mich mit SIEBEN x zu schreiben! tongue
Re: Terrain deform also if terrain_chunk is set? [Re: xxxxxxx] #368086
04/21/11 12:11
04/21/11 12:11
Joined: May 2009
Posts: 439
T
TerraSame Offline
Senior Member
TerraSame  Offline
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T

Joined: May 2009
Posts: 439
Sorry....
But, as far as I know... Chunking and Deforming Terrain together does not work...
You could create smaller terrains that fit against each other, not use chunking and then get terrain deforming to work...

Re: Terrain deform also if terrain_chunk is set? [Re: TerraSame] #368087
04/21/11 12:26
04/21/11 12:26
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
xxxxxxx Offline
User
xxxxxxx  Offline
User

Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
TerraSame you are wrong i use two terrains in my level the first is just a normal 250*250 terrain and i deform the second (250*250) with an hightmap and the hight of the first terrain...
ok 250*250 isnt bigger then 64000(the maximum), but it worked fine with 500*500,too.

but if you terrain is to big(ca. 60*60-500*500) i would do that what TerraSame says. but watch out - you can easyly run into nexus problems with this metod.


so if you only want to deform your terrain while loading/starting use one big terrain, but if you want to make realtime-deformations use much small terrains
xxxxxxx


Es ist immer wieder erstaunlich, dass Leute die riesen Scripte schreiben die einfachsten sachen nicht können zb. mich mit SIEBEN x zu schreiben! tongue
Re: Terrain deform also if terrain_chunk is set? [Re: xxxxxxx] #368094
04/21/11 13:24
04/21/11 13:24
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
Senior Member
Benni003  Offline OP
Senior Member

Joined: Aug 2008
Posts: 394
Germany
hmm Now I can deform my chunked terrain.
In the manual it's written that this is not possible, but this is working...

ENTITY* ent_terrain;

function main()
{

terrain_chunk=8;

..... level_load
}
action a_terrain()
{
wait(1);
ent_terrain=my;
my.material = mtl_terraintex;
wait(100);

var i;
CONTACT* c;
for(i=0;i<ent_vertices(ent_terrain)*ent_vertices(ent_terrain);i++)
{

c = ent_getvertex(ent_terrain,NULL,i);
c.z += 50; // increase the vertex height
c.v = NULL; // c.x,y,z was changed, instead of c.v
ent_setvertex(ent_terrain,c,i); // update the mesh
wait(1);
}
}

Re: Terrain deform also if terrain_chunk is set? [Re: Benni003] #368155
04/22/11 08:59
04/22/11 08:59
Joined: May 2009
Posts: 439
T
TerraSame Offline
Senior Member
TerraSame  Offline
Senior Member
T

Joined: May 2009
Posts: 439
Hey guys...
This is all quite perplexing... (Doing more research...)
In the past, from my research, terrian chunking and deforming would not work together.
I was not aware that this is now possible...

I see that under "deform" in the manual there is documentation that suggests that with C-Lite, it IS now possable.
From the manual under "ent_getvertex":
"Vertex manipulation on chunked terrain only supports square chunks."
And...
"For level geometry and chunked terrain, entity coordinates (c.x,y,z vector) are the same as world coordinates. "

This is all great news... I'm glad to see this topic... Thanks...

BTW...
My latest project has 400 terrains that are 97x97 verticies... thats a total of almost 4 million verticies... Although load time is a bit slow... I have NO nexus problem...


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