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infinite terrain #75311
05/24/06 17:13
05/24/06 17:13
Joined: May 2005
Posts: 97
G
gedimaster Offline OP
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gedimaster  Offline OP
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G

Joined: May 2005
Posts: 97
i'd like to create a really huge terrain. it seems to me that 3dgs doesn't support 1 huge piece of terrain but rather many pieces of terrain 'stitched' together. the problem is that i can't find a software to do this stitching or splitting and even if so, there're always visible seams and possibly collision detection errors as a result (such as terrain height queries at the boundaries).

can anyone provide any advice on this?

Re: infinite terrain [Re: gedimaster] #75312
05/24/06 17:58
05/24/06 17:58
Joined: Sep 2002
Posts: 758
Sunny Scotland
xoNoid Offline
Developer
xoNoid  Offline
Developer

Joined: Sep 2002
Posts: 758
Sunny Scotland
Correct me if I am wrong but with the latest 6.4 update chunked terrain removes all limits on terrain size.

Re: infinite terrain [Re: xoNoid] #75313
05/25/06 05:53
05/25/06 05:53
Joined: May 2005
Posts: 97
G
gedimaster Offline OP
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gedimaster  Offline OP
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G

Joined: May 2005
Posts: 97
but the isn't the issue with med? i tried creating a terrain with the maximum values for triangle size and vertices but it simply crashed.


Imagination comes before creation.
Re: infinite terrain [Re: gedimaster] #75314
05/25/06 06:15
05/25/06 06:15
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
You need the 6.4 public beta update for this. With 6.31, you'll need to have at least 4.7 GB of memory just to handle it because of a design flaw in MED. This flaw (originally reported by me when the 6.40.0 update was finally available) has been fixed in the latest MED (since at least 6.40.2). Another possible cause is that the terrain is using more than 65,535 vertices, the limit of DirectX and MED isn't designed to cope with this. The highest possible is 500x500 vertices which needs slightly over triple that limit.

The absolute largest you can make a terrain is 257x255 vertices (or 256x254 tiles as I often think of it as).

Last edited by ulillillia; 05/25/06 06:16.

"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: infinite terrain [Re: ulillillia] #75315
05/25/06 09:07
05/25/06 09:07
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
You may also try using model terrains instead of HMPs.
First, create them all with same size say 20000 x 20000 quants,
place them all in the centre origin (postion : 0,0,0) in WED,
then set their skill1 for x-axis and skill2 for y-axis like :

terrain 1 = skill 1 : 0, skill 2 : 20000
terrian 2 = skill 1 : -20000, skill 2 : -20000 etc...

Code:

// assign this action to all terrains
action positionTerrain
{
my.x = my.skill1;
my.y = my.skill2;
my.polygon = on; // sensitive of collision

// option : make them visible or invisble within
// the camera view distance to increase fps
while(my!=NULL)
{
if (vec_dist(my.x,camera.x) < camera.clip_far) // play with camera.clip_far
{
my.invisible = Off;
} else {
my.invisible = On;
}
wait(1);
}

}



It is much better than drag and place each terrain in WED.

Re: infinite terrain [Re: vlau] #75316
05/25/06 09:58
05/25/06 09:58
Joined: May 2002
Posts: 611
Germany => Bavaria => Unterfra...
LordRathan Offline
User
LordRathan  Offline
User

Joined: May 2002
Posts: 611
Germany => Bavaria => Unterfra...
Check this out: Infinite World. Some thoughts to this theme.

Re: infinite terrain [Re: vlau] #75317
05/26/06 06:33
05/26/06 06:33
Joined: May 2005
Posts: 97
G
gedimaster Offline OP
Junior Member
gedimaster  Offline OP
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Joined: May 2005
Posts: 97
if i use a huge model instead of hmp, will the engine still 'chunk' it?

Re: infinite terrain [Re: ulillillia] #75318
05/26/06 06:36
05/26/06 06:36
Joined: May 2005
Posts: 97
G
gedimaster Offline OP
Junior Member
gedimaster  Offline OP
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G

Joined: May 2005
Posts: 97
is there a tool to help create 'skirts' that prevent z-fighting and also holes in the ground when someone puts together several tiles?

Re: infinite terrain [Re: gedimaster] #75319
05/26/06 06:48
05/26/06 06:48
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Chunking only applies to HMP terrains, not MDL terrains. However, with the flexibility of using MDL terrains, you can get faster rendering, greater flexibility in shape, and several more advantages. For holes in the ground, only MDL terrains support that.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: infinite terrain [Re: ulillillia] #75320
05/29/06 14:41
05/29/06 14:41
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
mdl terrain is not faster. mdl uses uv-sets to apply textures. terrain uses only a plane projection from above. Terrain vertices all have same size. So terrain can render much faster.

But you could program your own clipping system or use the LOD system of Gamestudio for mdl tiles of your terrain. But when you want to do that then it is better to buy IceX2 that already does all that for you.


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