Increasing terrain texture size
by Leon · in Torque Game Engine · 09/20/2005 (4:34 am) · 11 replies
I want to increase texture size of TGE terrain.
I know its difficult to modify terrain code, so I ONLY want to DOUBLE texture size, I could live using double sized textures for all terrain textures, i only want to get this value changed, I think I could double all "magic" numbers who is used on terrain texture code.
Could be this possible? I think textures also determines terrain size, so If terrain will be double lenght, I could live with that also. I only want more texture resolution, and I dont care about limitations this will cause.
Regards.
I know its difficult to modify terrain code, so I ONLY want to DOUBLE texture size, I could live using double sized textures for all terrain textures, i only want to get this value changed, I think I could double all "magic" numbers who is used on terrain texture code.
Could be this possible? I think textures also determines terrain size, so If terrain will be double lenght, I could live with that also. I only want more texture resolution, and I dont care about limitations this will cause.
Regards.
About the author
#2
There is however one hitch: Changing the squareSize messes with the water rendering. For some strange reason, GarageGames has not fixed this issue, even though it has been documented since 2002! Anyway, if you can live without water, then simply change the squareSize value in the terrain block of your mission file to something like 4.
Take care and good luck!
09/20/2005 (4:40 pm)
It is also possible to get more texture resolution by simply making the squareSize of the terrain smaller. This will allow your textures (still 256 x 256) to be spread over less area and therefore give you more resolution.There is however one hitch: Changing the squareSize messes with the water rendering. For some strange reason, GarageGames has not fixed this issue, even though it has been documented since 2002! Anyway, if you can live without water, then simply change the squareSize value in the terrain block of your mission file to something like 4.
Take care and good luck!
#3
09/20/2005 (5:22 pm)
I know there was a code resource that brought the terrain texture to 512x512...looks like it's been lost on GG for some time now....
#4
09/21/2005 (4:34 am)
And of course, Atlas supports much higher res textures.
#5
we work with our custom waterblocks code, so no problem. Thanks.
@Eric:
I search aroung the web... did you remember resource's name or autor?
@Ben:
I know, Atlas is very promising, good work guys. But we need to work with a robust engine, so thats why we are stick to TGE. I buyed TSE and ported our "mod" (scripts, models, reexport of dif files..), it worked, but it also have random visual bugs, so Ill wait next milestones in order to port & begin to work seriously with TSE.
Thats all story ;-)
Edit: I found threads about 512x512, unfortunately, they were all wrong. I cant belive change texture size could be this difficult.
Well, Ill keep trying :-/
09/24/2005 (6:15 pm)
@Stephane:we work with our custom waterblocks code, so no problem. Thanks.
@Eric:
I search aroung the web... did you remember resource's name or autor?
@Ben:
I know, Atlas is very promising, good work guys. But we need to work with a robust engine, so thats why we are stick to TGE. I buyed TSE and ported our "mod" (scripts, models, reexport of dif files..), it worked, but it also have random visual bugs, so Ill wait next milestones in order to port & begin to work seriously with TSE.
Thats all story ;-)
Edit: I found threads about 512x512, unfortunately, they were all wrong. I cant belive change texture size could be this difficult.
Well, Ill keep trying :-/
#6
09/25/2005 (5:33 pm)
They're easy if you know MMX assembly. Hard otherwise. The guys I've run into who are up on their MMX seem to be able to do what they want. But they seem rare and unwilling to post nice resources. :)
#7
09/26/2005 (12:50 am)
After all, they are asm coders ;-)
#8
09/26/2005 (6:32 am)
How would that affect compiling for the mac since the mac isn't x86 based? is there a c++ implementation of the same code in there?
#9
09/26/2005 (3:01 pm)
Yes, there's a C implementation for mac.
#10
There's a few guys that managed this and created a C blender for both PC & Mac, but all I know is that it's so tied to their project and they don't want to release the changes.
09/26/2005 (3:37 pm)
Actually, getting the C blender to work with higher textures is alot easier than to hack the assembler one.There's a few guys that managed this and created a C blender for both PC & Mac, but all I know is that it's so tied to their project and they don't want to release the changes.
#11
10/02/2005 (11:03 pm)
There's also an altivec version for Mac.
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