TGE 1.5 Terrain size
by Thanhda Tie · in Torque Game Engine · 11/12/2006 (3:44 pm) · 14 replies
Hi, i was just wondering, how much larger is the terrain now in TGE 1.5? My main problem with the legacy terrain is. that the textures spreaded way to far into the terrain. and the terrain detail was so poor. sure the detail textures can help out with that. but without mutiple detail textures. it still looks bad. Changing the scale down to 2, made it look much better. but also decreased the size of the terrain.
here's a screen:

here's a screen:

#2
11/12/2006 (7:42 pm)
Umm. you stated the obvious buddy. i'm asking whats the unit size. like 256 units by 256. which was the origianal units. No matter how much you scale it down to. the units stay the same. my question is. how many units by units is the new terrain size.
#3
I have no idea what you mean by "unit" size. And you never asked a specific question.
11/13/2006 (9:27 am)
I don't understand, i answered your question. The textures used are still 25 x 256, the compression of the terrain increases the fidelity of the textures, because the textures is per-poly. So decreasing the terrain size increases the texture resolution.I have no idea what you mean by "unit" size. And you never asked a specific question.
#4
I believe another way of asking the question is, how big of heightfield map can you use. And I believe the answer is that this is unchanged and is still 256x256. As an empirical test, I attempted to import a 512x512 heightmap and it only read in the top left 256x256 of the bitmap.
I too would like to see bigger map size because I'm trying to duplicate a BF1942(wake) and it's heightmap is 512x512, so I have to reduce it by half and it is not as detailed as the actual map.
11/13/2006 (10:01 am)
Take this with a grain of salt, because I'm a Torque beginner:I believe another way of asking the question is, how big of heightfield map can you use. And I believe the answer is that this is unchanged and is still 256x256. As an empirical test, I attempted to import a 512x512 heightmap and it only read in the top left 256x256 of the bitmap.
I too would like to see bigger map size because I'm trying to duplicate a BF1942(wake) and it's heightmap is 512x512, so I have to reduce it by half and it is not as detailed as the actual map.
#5
If you want to use larger terrains you need to look into TGE Advanced (TSE).
11/13/2006 (2:55 pm)
You are still limited to 256 x 256 with TGE 1.5.If you want to use larger terrains you need to look into TGE Advanced (TSE).
#6
BTW. i just read more detail on what TGE 1.5 has to offer. i have miss read it. thinking they have increased the size of the terrain. but i come to releaze GG said that they just increased the geometry block size, giving it more detail.
11/13/2006 (4:50 pm)
One of the biggest parts of me upgrading to TGE 1.5, it was said it will have larger terrain size. and, no i got TSE already. but i'm not going to port my game over to that just so i can use the atlas terrain. TSE/ TGE:A is still D3D. so its no good to me.BTW. i just read more detail on what TGE 1.5 has to offer. i have miss read it. thinking they have increased the size of the terrain. but i come to releaze GG said that they just increased the geometry block size, giving it more detail.
#7
11/14/2006 (9:52 am)
Yes, hight maps are still 256 x 256.
#8
Where was this said?
11/14/2006 (1:18 pm)
Quote:
One of the biggest parts of me upgrading to TGE 1.5, it was said it will have larger terrain size.
Where was this said?
#9
can you actually read my whole post???
But i guess it was my fault for not being too clear. i stop writting my post half way through to find the quote. then added the BTW part. so probably causing confusion.
11/14/2006 (2:30 pm)
@Stephen Zeppcan you actually read my whole post???
Quote:BTW. i just read more detail on what TGE 1.5 has to offer. i have miss read it. thinking they have increased the size of the terrain. but i come to releaze GG said that they just increased the geometry block size, giving it more detail.
But i guess it was my fault for not being too clear. i stop writting my post half way through to find the quote. then added the BTW part. so probably causing confusion.
#10
I'm new to Torque, so maybe they don't support this, but I'd think they have to. The quality of the texturing should be based on the amount of tiling you perform. You normally don't stretch one texture over the entire terrain, that'll never look good. Instead you blend multiple textures to get your affect, and each texture should be tiled so you gain the detail you want. Now if the texture doesn't tile well you'll see seams, but that can be managed either via a good artist and/or blurring the distant terrain which is what happens in real life anyway.
12/12/2006 (9:42 am)
You initially stated you were looking for a way to make the detail look better and achieve a larger terrain by increasing the scale. Technically, one should have nothing to do with the other. I'm new to Torque, so maybe they don't support this, but I'd think they have to. The quality of the texturing should be based on the amount of tiling you perform. You normally don't stretch one texture over the entire terrain, that'll never look good. Instead you blend multiple textures to get your affect, and each texture should be tiled so you gain the detail you want. Now if the texture doesn't tile well you'll see seams, but that can be managed either via a good artist and/or blurring the distant terrain which is what happens in real life anyway.
#11
The terrain seems to be hard coded, you can't choose how much to tile a texture before painting it, you cant rotate it either. However, there is a way to make the textures look not so blurred (although still a bit blurred sadly) and thats by shrinking the terrain (hence the guys question relating to both texture and terrain size). The added benefit of shrinking the terrain is its more detailed not only from texture but also there are more polygons in an area than before.
12/22/2006 (6:17 pm)
Laurence - unfortunately one does has to do with the other.The terrain seems to be hard coded, you can't choose how much to tile a texture before painting it, you cant rotate it either. However, there is a way to make the textures look not so blurred (although still a bit blurred sadly) and thats by shrinking the terrain (hence the guys question relating to both texture and terrain size). The added benefit of shrinking the terrain is its more detailed not only from texture but also there are more polygons in an area than before.
#12
12/31/2006 (2:38 pm)
How hard would it be to actually change the texture scale? Say... have it render 4 or 8 tiled textures instead of 1 per square?
#13
Double the resolution of the texture but keep it 256x256. All of the stock textures have huge pixels which can be shrunk easily. For example, put the patchy.png texture in a photo editor and make a 2x2 tile (512x512) then shrink it back to 256x256. It really does work, and you might even be able to reduce it to a 3x3. Also, if you layer several textures on every given terrain square it will look less obviously fake.
12/31/2006 (4:26 pm)
I don't think you can do that, and you can't double the size of the texture either, but there is a simple trick that can get you marginally better terrain.Double the resolution of the texture but keep it 256x256. All of the stock textures have huge pixels which can be shrunk easily. For example, put the patchy.png texture in a photo editor and make a 2x2 tile (512x512) then shrink it back to 256x256. It really does work, and you might even be able to reduce it to a 3x3. Also, if you layer several textures on every given terrain square it will look less obviously fake.
#14
01/09/2007 (5:56 pm)
I am a TSE owner and that darn pic looks almost as good as 'drum roll please' TGEA! :0)
Torque Owner AllynMcelrath
In turn, making it larger than 8, you would stretch out the concentration of polys, and in turn making the "size" of your terrain, bigger.