Finally got some good looking Atlas2 terrain...
by Marek Gorecki · in Torque Game Engine Advanced · 02/22/2007 (6:56 pm) · 39 replies
After spending many days trying to get TGEA and atlas2 terrains looking good close-up (i.e. for FPS/3rd person RPG solutions), and reading everything I can find on TDN/forums on getting em to look good, I finally managed to get stuff looking to my satisfaction. I personally don't like detail textures, especially on top of blurry terrain textures.
Used L3DT to make the terrain/images, Photoshop for the opacity map, Atlas2 Blended terrain, some minor code and script tweaks here and there.
Anyway, here's a sample image of what I'm talking about:

If anyone is interested in the specific details, I can make a blog post or just reply here with exact info on what I did, otherwise I'll keep hammering away at my stuff (next step for me is adding support for 16-blended textures... 4 just ain't enough!).
Cheers,
Marek
Used L3DT to make the terrain/images, Photoshop for the opacity map, Atlas2 Blended terrain, some minor code and script tweaks here and there.
Anyway, here's a sample image of what I'm talking about:

If anyone is interested in the specific details, I can make a blog post or just reply here with exact info on what I did, otherwise I'll keep hammering away at my stuff (next step for me is adding support for 16-blended textures... 4 just ain't enough!).
Cheers,
Marek
#22
11/20/2007 (5:34 pm)
Haha, you had me fooled there for a second. I actually thought that was TGEA. Crysis is an amazing game, and I think atlas could get close to cryengine 2's terrain quality.
#23
Well basically I spent a while on google trying to figure out how to get the effect I wanted. After reading this post I thought, "man! that is awesome! can I do better?" "Foliage shader" and "terrain rendering" turned up a lot of hits but nothing was quite what I wanted. It took a while for me to discover that "crysis" and "screenshot" were the right search terms. Then it became just a matter of doing a right-click "copy image location" in Firefox and then figuring out how to post images in this forum.
It took a while, but finally I was able to polish things to perfection! I hope you guys appreciate my work! I spent a really long time on it.
> I just re-read your post. You did all that in TWO WEEKS??? Yowza!
Yeah, I'm really bad at google.
11/20/2007 (8:26 pm)
> I wanna know how you got so much foliage and forest in the scene without crashing the engine? Please?Well basically I spent a while on google trying to figure out how to get the effect I wanted. After reading this post I thought, "man! that is awesome! can I do better?" "Foliage shader" and "terrain rendering" turned up a lot of hits but nothing was quite what I wanted. It took a while for me to discover that "crysis" and "screenshot" were the right search terms. Then it became just a matter of doing a right-click "copy image location" in Firefox and then figuring out how to post images in this forum.
It took a while, but finally I was able to polish things to perfection! I hope you guys appreciate my work! I spent a really long time on it.
> I just re-read your post. You did all that in TWO WEEKS??? Yowza!
Yeah, I'm really bad at google.
#24
It was obvious that it is Crysis ... the only game that believes that copying reality is the way to go for a game ...
11/20/2007 (11:35 pm)
Dummy ;-)It was obvious that it is Crysis ... the only game that believes that copying reality is the way to go for a game ...
#25
Since we're posting terrain screenshots, I'll post a few using Legacy terrain.

11/21/2007 (9:09 am)
Actually, copying reality is perhaps the best solution when looking towards rendering. You get by far the most accurate results. However, if you look at Crysis's shader library, you'll find that many of their effects are borrowed from Nvidia and ATI. (Specifically their post-processing effects. In some cases, they're entirely copied and pasted, the radial motion blur for example.)Since we're posting terrain screenshots, I'll post a few using Legacy terrain.

#26
-Sparkling
11/21/2007 (10:39 am)
Ah I see. Well posting someone else's work and calling it your own has a legal term, "plagerism" and is punishable by law. But I suppose you think you're just being funny. And here I thought you had something valuable to add to the Torque community, that you might like to share with us. Obviously I was wrong. My apologies.-Sparkling
#27
11/21/2007 (11:06 am)
I would like to see legacy tools enhanced in 2.0 for better hand crafted small zones.
#28
Plus the screenie is in the top 3 most anticipated games to come out this year.
Obviously, no copyright infringement was meant...and posting copyrighted material for the purposes or review or satire is allowed in most of the world.
The funny thing is that the picture has a massive watermark on it. lol :)
Nice Legacy work btw Matt :)
11/21/2007 (11:37 am)
Did all the humour just die in the world...or is it me?Plus the screenie is in the top 3 most anticipated games to come out this year.
Obviously, no copyright infringement was meant...and posting copyrighted material for the purposes or review or satire is allowed in most of the world.
The funny thing is that the picture has a massive watermark on it. lol :)
Nice Legacy work btw Matt :)
#29
11/29/2007 (1:14 am)
Here's my contribution:) There still a lot of work to go, but my areas for the great MMO is coming along finally, and if my partner doesn't get off his but I'll be the first dud to make one all by himself...well me an GG and what ever else I payed for, I'm sure i should say thanks to MyDreamRPG.com in my credits and all I will be using some of their code:)
#30
Just re-reading your how to, and this statement:
"As an aside... contrary to what it says in the docs, you can't seem to actually change the amount of texture repetition by changing the Virtual Texture size used in a blended terrain, though having that too low will cause blurry textures. The only things that seem to increase texture detail are shrinking the geometric density of the map (meters per heightmap pixel), and increasing the res of your textures."
I agree, the VirtualTexture doesn't adjust the tiling amount, and the documents do seem slightly contradicting - but it does seem to effect the quality of texture after blended on the atlas (want to experiment on this).
As for the second part, im running a meters per heightmap pixel of 1 - so pretty high quality, but still suffer from blurring textures, with even 512 & 1024 tiles.
To increase the tiling amount you have to adjust your atlasBlenderPS20/10V .hlsl shaders, and increase the OUT.tex input.masterTex * 128.0; to say 512 or even 1024.
11/29/2007 (2:17 am)
Looks good!Just re-reading your how to, and this statement:
"As an aside... contrary to what it says in the docs, you can't seem to actually change the amount of texture repetition by changing the Virtual Texture size used in a blended terrain, though having that too low will cause blurry textures. The only things that seem to increase texture detail are shrinking the geometric density of the map (meters per heightmap pixel), and increasing the res of your textures."
I agree, the VirtualTexture doesn't adjust the tiling amount, and the documents do seem slightly contradicting - but it does seem to effect the quality of texture after blended on the atlas (want to experiment on this).
As for the second part, im running a meters per heightmap pixel of 1 - so pretty high quality, but still suffer from blurring textures, with even 512 & 1024 tiles.
To increase the tiling amount you have to adjust your atlasBlenderPS20/10V .hlsl shaders, and increase the OUT.tex input.masterTex * 128.0; to say 512 or even 1024.
#31
PS for better terrain RES adjusting the clipmap is the way to go:)
11/29/2007 (8:13 am)
I will take care of too much tileing by adding in more available textures....as soon as I empilement some kind of in-game painting solution like for legacy terrain:(PS for better terrain RES adjusting the clipmap is the way to go:)
#32
Can't seem to convert the Opacity without using Tile and setting it to 1. (Alpha channel doesn't show), & atlasConvertTextureTOC doesn't seem to work...
Regards
11/29/2007 (10:19 am)
One question, whats happened to the atlasConvertOpacityTOC console function? no longer in 1.02. Does anyone have an eariler install pre 1.00 with it?Can't seem to convert the Opacity without using Tile and setting it to 1. (Alpha channel doesn't show), & atlasConvertTextureTOC doesn't seem to work...
Regards
#33
11/29/2007 (11:17 pm)
If you integrate the Atlas bump-mapping resource then you have an external Opacity map:)
#34
Something I have found is if you up the TreeDepth it will increase texture resolution, so its done on a per chunk bases?
12/06/2007 (9:40 am)
:) Sorted it in the end, found best to use Gimp for saving.Something I have found is if you up the TreeDepth it will increase texture resolution, so its done on a per chunk bases?
#35
04/02/2008 (6:33 pm)
Follow the steps proposed to export my blended terrain using TGEA 1.03, I always got the error message "Not an allocated block!" during copying opacity map chunks..., any clue for this?
#36
04/24/2008 (8:31 pm)
I haven't had much success doing blended textures with the l3dt exporter. Should I just do it manually, or can the exporter work?
#37
Can you describe the problem you're having with the exporter?
Best regards,
Aaron.
04/26/2008 (5:25 am)
Hi Dan,Can you describe the problem you're having with the exporter?
Best regards,
Aaron.
#38
04/26/2008 (11:36 am)
When I do a unique texture, it works (although the textures are very blurry). When I select blended textures, the entire terrain comes out black. There are no errors in the console to explain it.
#39
For the blurry textures; what texture resolution are you using, and what heightfield horizontal scale? Textures will appear blurry with low texture resolution or large heightfield scaling. For best visual results, I recommend a heightfield horizontal scale of 1m or less, and a texture resolution of 4x or more.
I'm still looking into the black blended terrain.
Best regards,
Aaron.
04/29/2008 (2:59 pm)
Hi Dan,For the blurry textures; what texture resolution are you using, and what heightfield horizontal scale? Textures will appear blurry with low texture resolution or large heightfield scaling. For best visual results, I recommend a heightfield horizontal scale of 1m or less, and a texture resolution of 4x or more.
I'm still looking into the black blended terrain.
Best regards,
Aaron.
Torque 3D Owner Sparkling
I wanna know how you got so much foliage and forest in the scene without crashing the engine? Please? What a gorgeous screenshot.
Beautiful terrain, very lifelike flora, nice props. Very nice work.
Thank you for sharing!
Blessings to you,
-Sparkling
EDIT: I just re-read your post. You did all that in TWO WEEKS??? Yowza!