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terrains and 3dgs #93530
10/07/06 20:34
10/07/06 20:34
Joined: Sep 2006
Posts: 108
J
Jered Offline OP
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Jered  Offline OP
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Posts: 108
I am trying to learn about terrains. I know how to make them, and know how to get them into WED and so forth, however I was wondering if anyone could explain, or else lead me to a link that explains how 3dgs views a terrain. What is a terrain to WED and the aknex engine? Is it a set of blocks all tied together? A set of vertecies all tied together or what? I am guessing it views the terrain as an object, but does it see it as a solid object, or is it broken down into chunks? If I was the 3d engine, or WED..the world editer..or if I was the scripting language...how would I view terrain? Not sure exactly how to ask the question, but basicly..to the 3dgs what is a terrain?
We make it and add it into our script, but once we add it to a script or into WED ... what is 3dgs view of what we just handed to it?


3DGS (6.4) Commercial
Re: terrains and 3dgs [Re: Jered] #93531
10/09/06 13:49
10/09/06 13:49
Joined: Aug 2005
Posts: 199
houston
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seneca Offline
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seneca  Offline
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Posts: 199
houston
from what i gathered from the manual, the engine sees a terrain as a mesh. or a series of vertices tied together. i know, that the large the space is between two vertices the more likely another entity is to pass thru.

so i would guess that it's solid along the tie lines, like walking on a net.
also, by default the engine will 'chunk' the terrain in sections so the engine can better digest it. you have to turn off chucking in order to dynamically deform the mesh.

i may be wrong in all of this, but that's how i interpreted the manual.

perhaps someone with a better understanding will confirm or correct me.


a8 commercial
Re: terrains and 3dgs [Re: seneca] #93532
10/09/06 20:04
10/09/06 20:04
Joined: Sep 2002
Posts: 8,177
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PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
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You are right, however as for the collision and the 'net' theory, did you have any problems with that? I never had my player fall through the terrain or any of my other entities ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: terrains and 3dgs [Re: PHeMoX] #93533
10/09/06 22:00
10/09/06 22:00
Joined: Aug 2005
Posts: 199
houston
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seneca Offline
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houston
i did once, when i had a model scaled really small. at the start of the level, the model would sort of sink into the terrain, and i could run around the bottom of it for a while, but once i resize the model to normal, the sink effect stopped.


a8 commercial
Re: terrains and 3dgs [Re: seneca] #93534
10/10/06 08:22
10/10/06 08:22
Joined: Sep 2002
Posts: 8,177
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PHeMoX Offline
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Okey, but that hasn't got much to do with the terrain itself I think, it could have been your code... The code should match your model's size, when you are adjusting the model it's z height with a trace function, so yes size matters.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software

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