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Dumb terrain question.. Cannot get it to move... #383935
09/27/11 13:09
09/27/11 13:09
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
Hiya all...

I feel kinda dumb askin this? But how can I get a terrain to move?

Im using ent_createterrrain to create it,
then setting the DYNAMIC flag (to no avail),
feeding its pointer to a function and trying
to manipulate its XYZ co-ords directly.

Ive been playing and reading for an hour now, but it remains
firmly fixed in place...

Any ideas anyone?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Dumb terrain question.. Cannot get it to move... [Re: EvilSOB] #383936
09/27/11 13:13
09/27/11 13:13
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Terrain cannot be moved, you need to remove and recreate it.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: Dumb terrain question.. Cannot get it to move... [Re: Superku] #383937
09/27/11 13:22
09/27/11 13:22
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
No way ... at ALL ... EVER??

But If I gotta keep removing and re-creating, what that going to do
to my memory consumption?

Or do ent-remove'd terrains actually FREE their resources?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Dumb terrain question.. Cannot get it to move... [Re: EvilSOB] #383938
09/27/11 13:25
09/27/11 13:25
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Why do you need to move terrains anyway? Are you working on an editor?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dumb terrain question.. Cannot get it to move... [Re: Superku] #383940
09/27/11 13:33
09/27/11 13:33
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Australia
No, Im looking into an endless-terrain world concept where the
terrain is generated in the distance infront of you, and erased
in the distance behind you.

I was going to have a 'store' of terrain entities and just adjust their
heightmaps as they get activated on your horizon, as low-poly terrains.
And as the get closer, they get replaced by higher-poly terrains from
a different LOD 'store' and that gets a more detailled hightmap inserted.

See where Im going? Im trying to create a "potentially" edgeless world.

I may need to go back to an older concept of using entities instead of terrains.
Its just the new addition of ent_createterrain gave me new ideas...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Dumb terrain question.. Cannot get it to move... [Re: EvilSOB] #383942
09/27/11 14:35
09/27/11 14:35
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Dude, I'm not sure, but may be this could help you?
The Sewer

Edit: I misunderstood you problem dude, sorry.

Last edited by 3run; 09/28/11 06:10.

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Re: Dumb terrain question.. Cannot get it to move... [Re: 3run] #383943
09/27/11 14:58
09/27/11 14:58
Joined: Sep 2009
Posts: 496
P
Progger Offline
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Progger  Offline
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P

Joined: Sep 2009
Posts: 496
why not using vertex to move it?
you go throug every vertex of the terrain and move it forward
maybe this is a solution
WFG PRogger


asking is the best Way to get help laugh laugh laugh
Re: Dumb terrain question.. Cannot get it to move... [Re: Progger] #383962
09/27/11 18:04
09/27/11 18:04
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
3run: It may well help with the stitching later, if I can get the entity
vertices to follow the same numbering structure as terrains, but it contains
nothing to help me at THIS stage.

Progger: I see what you mean, but its just not feasable dude.
When Im potentially moving a terrain by up to 2,000,000 quants in both
the X and Y directions, the maths will get pretty ugly. And thats assuming
Also, having a terrain with vertices as much as 1,000,000 quants away form
its origin could possible cause some serious performance issues, or odd
collision-hull behaviour...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Dumb terrain question.. Cannot get it to move... [Re: EvilSOB] #383968
09/27/11 18:21
09/27/11 18:21
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Already tried the infinite_terrain.c that uses the level.c library from sample folder, or you are looking for something special?


Regards, Robert

Quote
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by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Dumb terrain question.. Cannot get it to move... [Re: rojart] #383969
09/27/11 18:27
09/27/11 18:27
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
No rojart, the infinite terrain uses "special effects" to make a single
terrain look like many.

Whereas mine will be many UNIQUE terrains looking like a huge single terrain.

Im going back to using pseudo-terrain models for now anyways...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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