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Terrain problem #79084
06/23/06 00:58
06/23/06 00:58
Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Y
Yu_Une Offline OP
Member
Yu_Une  Offline OP
Member
Y

Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Hay all,

I got a terrain problem when these gaps show up, I went to look on the search for the terrain sewing proceedjure but couldn't find it geuss it goes back to far heres a screenie of what I mean screen shot
Thanks in advance.

Oh almost forgot when I created the terrain I coun't quit get it to to 64x64, it went 60x60, would that make a differance?

Never mind i found something simular which might work web page
Well now I'm getting a E356 error

Last edited by Yu_Une; 06/23/06 10:04.

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Re: Terrain problem [Re: Yu_Une] #79085
06/23/06 10:57
06/23/06 10:57
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
not positive about this but im pretty sure the new update has chunked terrain... The last version as well.. Which from what ive gathered eliminates the need for sewing terrains together.. You could just use one large terrain instead and the engine will automatically make it smaller.


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Re: Terrain problem [Re: FeiHongJr] #79086
06/23/06 17:15
06/23/06 17:15
Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Y
Yu_Une Offline OP
Member
Yu_Une  Offline OP
Member
Y

Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
I've currently got 6.31.4, hmm as far as I can remember 6.31.4 doesn't have that feature, but I just finished downloading 6.4


Windows Vista Ultimate
AMD Phonomn III X2
Biostar T series TA790GX A3+
AMD Radeon HD 4830 in SLI mode
8Gb DDR2 ram

3D Game Studio Commercial upgrade Edition 6.60

Never give up on your dreams.
Re: Terrain problem [Re: Yu_Une] #79087
06/24/06 00:23
06/24/06 00:23
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
It's a bug (design flaw) in 6.31.4. If you create a large terrain with a large triangle size initially, you'll almost always get "out of memory" errors and the such as it ends up creating a texture at a 1:1 scale (which could easily mean bigger than 16384x16384) rather than a more convienient size. 6.40.5 doesn't have this problem.


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Re: Terrain problem [Re: ulillillia] #79088
06/24/06 08:42
06/24/06 08:42
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
@Yu_Une
Just make one big terrain is what I would do
Not in Med but in Bruce or Terragen, these are also exellent
Landscape generators

@ulillillia

Quote:


It's a bug (design flaw) in 6.31.4. If you create a large terrain with a large triangle size initially, you'll almost always get "out of memory" errors and the such as it ends up creating a texture at a 1:1 scale (which could easily mean bigger than 16384x16384) rather than a more convienient size. 6.40.5 doesn't have this problem.





Well I think ulillillia is right about that !!
But just one comment about terrains in 6.40.5, never
update your 6.31.4 to the 6.40.5 when you are using a hpm terrain, the
effect on my terrains were fatal !! They got all deformitated

Last edited by frazzle; 06/24/06 08:45.

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Re: Terrain problem [Re: ulillillia] #79089
06/25/06 08:29
06/25/06 08:29
Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Y
Yu_Une Offline OP
Member
Yu_Une  Offline OP
Member
Y

Joined: Sep 2003
Posts: 265
Coupeville,Wa,USA
Hmm.. according to this (from the A6 64 manuals):
Quote:

skin
The image, or texture, that is wrapped around a model. Skins can be imported in .PCX, .BMP, or .TGA format, 8 bit, 24 bit or 32 bit with alpha channel. Skins can be of any size (not only 256x256), but should be powers of 2 in size for rendering speed and quality reasons. The skin uses UV mapping, which means it can be arbitrarily mapped onto the model parts.


looks like they brock the 1024x1024 barrier on the texture size
Quote:

texture mapping
Application of a texture to an object. Because a texture is a flat image and the object is often not, the texture must be mapped to the surface of the object, using texture coordinates and wrapping flags. See also "texture coordinates" and "wrap."


this part I could never figer out .

@ frazzle I just ordered a demo from them


Last edited by Yu_Une; 06/25/06 08:34.

Windows Vista Ultimate
AMD Phonomn III X2
Biostar T series TA790GX A3+
AMD Radeon HD 4830 in SLI mode
8Gb DDR2 ram

3D Game Studio Commercial upgrade Edition 6.60

Never give up on your dreams.

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