Changing Terrain "squaresize" value
by Jeff · in Torque Game Engine · 11/28/2004 (7:32 pm) · 7 replies
Does changing the "squaresize" value in the TerrainBlock actually change the "resolution" of the terrain or does it just make my terrain smaller/larger?
Ie...if I change it from 8 to 4, will it actually keep the same size block of terrain(basically the same number of polygons) or will it just be 1/2 the size of normal terrain with 1/2 the polygons?
Thx
-jeff
Ie...if I change it from 8 to 4, will it actually keep the same size block of terrain(basically the same number of polygons) or will it just be 1/2 the size of normal terrain with 1/2 the polygons?
Thx
-jeff
About the author
#2
if i do so, like for example it is written at http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/ , im unable to paint terraintextures anymore. the brush changes to blue color, and no brush setting has any effect.
my intention is, to make the terrain more detailed, in the standard setting 1 pixel width line at the side of another 1 pixel line is just.. well.. as large as the feet of an character inside. im using RTS kit, btw, and with that scale of the terrain mapping, the look and feel is messed up.
perhaps someone has a solution for us. what we tried so far:
- scaling every dts shapes to factor x2 oder x4 :: problem: the standard animations of the characters are unable to use, and i read about troubles with LoD, etc
- scaling the characters bei script (in RTSunit: scale 2 2 2, for example): yes, that one works, but i read it will slow down performance,.. is that true, btw?
- deleting terrain, using exported mesh (not tried, but just a thought): this could be a solution, using an own object. but i m curious about, on actually WHAT the units will walk on, where shadows are cast on. perhaps that's a way, but i havnt tried it yet. any opinions?
as i said, in my opinion for RTS games, the terrain texture scale is FAR to small. noone will believe units to be mighty, strong, etc if they look like little insects on the map, is an issue about the complete look of a scenery. the visual feeling or so called identity doesnt work anymore.
for our personal needs, the terrain could be flat, we are workin on a city style scenery, so another thought (and nothing more) is, to make all terrain transparent and stick it onto a ground mesh, build by ourselves. but i would rather save the polygons, which will be wasted, for some more details in the scenery itself, if it will be possible.
any tips are appriciated. thx in advance.
ka
05/06/2005 (8:00 am)
I encountered another problem with changing the squaresize of the terrain block:if i do so, like for example it is written at http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/ , im unable to paint terraintextures anymore. the brush changes to blue color, and no brush setting has any effect.
my intention is, to make the terrain more detailed, in the standard setting 1 pixel width line at the side of another 1 pixel line is just.. well.. as large as the feet of an character inside. im using RTS kit, btw, and with that scale of the terrain mapping, the look and feel is messed up.
perhaps someone has a solution for us. what we tried so far:
- scaling every dts shapes to factor x2 oder x4 :: problem: the standard animations of the characters are unable to use, and i read about troubles with LoD, etc
- scaling the characters bei script (in RTSunit: scale 2 2 2, for example): yes, that one works, but i read it will slow down performance,.. is that true, btw?
- deleting terrain, using exported mesh (not tried, but just a thought): this could be a solution, using an own object. but i m curious about, on actually WHAT the units will walk on, where shadows are cast on. perhaps that's a way, but i havnt tried it yet. any opinions?
as i said, in my opinion for RTS games, the terrain texture scale is FAR to small. noone will believe units to be mighty, strong, etc if they look like little insects on the map, is an issue about the complete look of a scenery. the visual feeling or so called identity doesnt work anymore.
for our personal needs, the terrain could be flat, we are workin on a city style scenery, so another thought (and nothing more) is, to make all terrain transparent and stick it onto a ground mesh, build by ourselves. but i would rather save the polygons, which will be wasted, for some more details in the scenery itself, if it will be possible.
any tips are appriciated. thx in advance.
ka
#3
will do it in standard scale now, 1 unit is 1 meter, for textures we only use ones with just noise applied to them. if we need detailed stuff, we have chosen to build meshes for them, quads with textures or planes with transparent pngs..
just an update, if someone is interested..
greetings
ka
05/07/2005 (10:17 am)
Update:will do it in standard scale now, 1 unit is 1 meter, for textures we only use ones with just noise applied to them. if we need detailed stuff, we have chosen to build meshes for them, quads with textures or planes with transparent pngs..
just an update, if someone is interested..
greetings
ka
#4
05/07/2005 (11:01 am)
Philip, sind sie aus Deutschland/Oesterreich/Schweiz? Ich habe Deutsche worte erkannt, wie "oder" und "bei".
#5
greetings
ka
05/07/2005 (12:49 pm)
Jess, im german native speaker.. austrian one, at big ol' vienna city (as u can see in personal profile)greetings
ka
#6
05/07/2005 (2:51 pm)
Sie wohnen in Wien? Das ist gut.
#7
grusz
ka
www.ninc.at
05/29/2005 (10:19 pm)
Ja, ist das gut? (just for all dear english readers: yess, that is good?)grusz
ka
www.ninc.at
Torque Owner Adam Larson