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Re: LOD, gigantic Terrains [Re: oliver2s] #433097
11/23/13 12:31
11/23/13 12:31
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Germany, BW, Stuttgart
@Oliver: What about using vertex texturing for the texture problem?
Instead of having a blendmap use the uv-coords or other data of your terrain to blend the different textures.
This should be faster to load (could be loaded with the normal terrain data) and rendering as well (- 1 texture-fetch)


Visit my site: www.masterq32.de
Re: LOD, gigantic Terrains [Re: MasterQ32] #433098
11/23/13 12:39
11/23/13 12:39
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
The resolution would not high enough. My terrain has a resolution of 32x32 vertices. But the blendmap is 128x128 px.

Re: LOD, gigantic Terrains [Re: oliver2s] #433099
11/23/13 13:25
11/23/13 13:25
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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Oliver2s, your methodik sounds quite impressive.
But let us say there are suppose to be villiges at surtain areas of the world, how would you do that?



Re: LOD, gigantic Terrains [Re: Random] #433100
11/23/13 13:33
11/23/13 13:33
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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So what I am looking for is to create alot of islands (6-7, you sail to them over the ozean per boot) which each have 3-5 of the the size of the landscape terrain (3dgs car templer demo).
That should actully be passable with the acknex engine.



Re: LOD, gigantic Terrains [Re: Random] #433101
11/23/13 13:33
11/23/13 13:33
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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You mean to avoid a nexus overflow?

Re: LOD, gigantic Terrains [Re: oliver2s] #433102
11/23/13 13:39
11/23/13 13:39
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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Yes.
While you are on one quite big terrain, the otheres which are far away (you have to travel per ship) just are (with everything on those terrains) passable and invisible until you reached a surtain distance.
In that way you could make a really big world with alot of "countries" and towns to discover.

The questin is, how big can a terrain be without killing fps and nexus?
5 times as big as that terrain from the car demo would be great!

Last edited by Random; 11/23/13 13:43.


Re: LOD, gigantic Terrains [Re: Random] #433103
11/23/13 13:43
11/23/13 13:43
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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You just put more information in the level format and stream that from disk? I don't quite see the problem, loading terrain chunks on the fly isn't much different than loading models on the fly and placing them in the world.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: LOD, gigantic Terrains [Re: Random] #433104
11/23/13 13:44
11/23/13 13:44
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Quote:
The questin is, how big can a terrain be without killing fps and nexus?
5 times as big as that terrain from the car demo would be great!

its not about scale, but about how much details and objects you have


POTATO-MAN saves the day! - Random
Re: LOD, gigantic Terrains [Re: Kartoffel] #433105
11/23/13 13:46
11/23/13 13:46
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Canada
Originally Posted By: Kartoffel
Quote:
The questin is, how big can a terrain be without killing fps and nexus?
5 times as big as that terrain from the car demo would be great!

its not about scale, but about how much details and objects you have

Exactly. Hence why you want the streaming in the first place.
I assumed that was the premise of this thread?!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: LOD, gigantic Terrains [Re: WretchedSid] #433107
11/23/13 17:19
11/23/13 17:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
maybe this can help (libAsset by JustSid) (I have not tried it but will soon): http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=427781&page=1


Free world editor for 3D Gamestudio: MapBuilder Editor
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