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Re: Massive terrain?
[Re: wrekWIRED]
#432460
11/06/13 14:09
11/06/13 14:09
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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it was called as terrain sewer, and you should search AUMs for it. I have it somewhere saved. but it is very simple, just set neighbouring terrains neighbouring vertices z value to their average by ent_getvertex/ent_setvertex. imo using more terrains is what you need, far away terrains can be clipped for better performance. only pro edition features terrain lod, but it is not perfect. but it will be very difficult to realize a level that looks great from close view near ground, and from high altitude, beside good performance. a while ago I saw a post about streaming entities, but don't know whether ti works or not... it would be great to have this feature. imo it is not too powerful to use huge view distances and huge worlds in gamestudio, but maybe someone else has more experience than I have in this area...
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Re: Massive terrain?
[Re: wrekWIRED]
#432602
11/09/13 04:43
11/09/13 04:43
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Malice
Unregistered
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Malice
Unregistered
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Wow - Physics plains? Morph for terrain lod? I'm confused but, hey if it works. Try releasing the entities from the physics engine and controlling them as normal.
Last edited by Malice; 11/09/13 04:44.
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Re: Massive terrain?
[Re: ]
#432603
11/09/13 06:14
11/09/13 06:14
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
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Joined: Mar 2003
Posts: 4,264
Wellington
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I would respecfully suggest model planes to counter all the probs you are facing as then you can control every element of the planes behaviour with precision, as for stiched terrains, there is a code than can sticht together terrains with relative ease in the AUMs provided by an expert user here, great little prog but I have personally never used the function so cant help there...
morph is good for a lot of objects but so is ent_create and destroy...
What I would suggest is to manufacture model terrains if you are not going to have your player walk the terrains, then you can set the edges with the right amount of vertices while lowering the 'feature' parts of the model terrain so that any area with a flat aspect could be just one quad and the mountainouse features taking up the necessary poly's to adequatly describe inherent apearances then morph as the vehicle gets close enough to notice features.
It would save you a tremendouse amount of fps as models do not carry the inbuilt functions that come with terrain use but can be made to appear that they do with mips, etc or alternatly, set your terrain non dynamic to save heavy calls if that can be done.
Fog can be made with alpha's but again they carry a lot of overheads but it is a technique I have used successfully in the past and with great realism, its just that from the air, you would get a greater camera view than if you were grounded and thusly more engine resources used just to get the scene seen right.
Check out Google Maps for far terrain loooks too, they do a great job of using lods... Edit I forgot to mention, to save the jitters from distance to origin problems, have your players etc stationary and move the 'whole world' to keep all objects close to the origin...That is, your world and all its elements do the moving...
Last edited by Nems; 11/09/13 06:16.
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Re: Massive terrain?
[Re: Nems]
#432740
11/13/13 15:52
11/13/13 15:52
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Joined: Apr 2012
Posts: 62
wrekWIRED
OP
Junior Member
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OP
Junior Member
Joined: Apr 2012
Posts: 62
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I just got the time to get back in my project's terrain. I already made all necessary measurement for my map base on the physics engine's limit. I will be able to achieve 4m X 4m quants of world. Put in 1 inch/quant it would be more or less 63x63 miles. Inaccurate computation. If i'll divide the map in to 10km/node I will need 100nods each with 3-4LoD model for morphing. 300-400 hmp for terrain. Center 8x8 nods will cover land, the rest of the outside nodes will be flyable open sea, additional node for none flyable area or will kill player when the get off the flyable area to make it like a very large ocean. Modeling each terrain that will tile perfectly with each other since stitching won't work this way. Seems like allot of work for making the terrains alone. but that doesn't bother me. Only thing that bother me is loading terrain when needed and unloading when not needed to save memory. It might lag the game when ever terrains are loaded and unloaded. Long way to go just to know if it would work. But if it does I would be more than happy to share it in case someone else want to make games that use large terrains like a complex flight sim. The cockpit jitter got something to do with the float coordinates accuracy and notice that camera isn't shaking so instead of attaching the camera in the cockpit, I do it the other way around.
Last edited by wrekWIRED; 11/13/13 15:54.
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