What if making entire environment with DTS?
by Peng Du · in Technical Issues · 03/27/2007 (8:18 pm) · 12 replies
Discussion is welcome.
#3
The bunkers are Dif.
DTS collision is not efficient. In theory, you could do it, but it would not be recommended.
03/27/2007 (11:23 pm)
Thank you.The bunkers are Dif.
DTS collision is not efficient. In theory, you could do it, but it would not be recommended.
#4
Look at this picture:
http://news.17173.com/zhuanti/0205_moyu/pic/old01.jpg
Making such an environment with BSP will not be productive and it's hard to get the irregular shape. But DTS will not get shadow mapped or receive shadow from characters.
03/28/2007 (1:32 am)
Thanks!Look at this picture:
http://news.17173.com/zhuanti/0205_moyu/pic/old01.jpg
Making such an environment with BSP will not be productive and it's hard to get the irregular shape. But DTS will not get shadow mapped or receive shadow from characters.
#5
03/28/2007 (2:10 am)
DTS should be used sparingly, but for a scene like the one you've linked to, I'd say DTS is appropriate. The ruins aren't enclosed, and wouldn't benefit much from portals. And the detail would be difficult to duplicate in a DIF.
#6
You confirmed my thought. I think modern game should not rely heavily on brush based modeling.
There will be no portal and just one zone in this kind of environment.
Unfortunately, what I have to do is of this style, not that of clean, modern buildings. : (
Now, what I have to deal with is the shadowing. I plan to couple it with a completely transparent DIF in the same place.
03/28/2007 (2:38 am)
Thanks! John.You confirmed my thought. I think modern game should not rely heavily on brush based modeling.
There will be no portal and just one zone in this kind of environment.
Unfortunately, what I have to do is of this style, not that of clean, modern buildings. : (
Now, what I have to deal with is the shadowing. I plan to couple it with a completely transparent DIF in the same place.
#7
what is the resolution of your skybox images from the pics above, and/or what is a good resoultion to create skybox images.
03/28/2007 (3:35 am)
Question?what is the resolution of your skybox images from the pics above, and/or what is a good resoultion to create skybox images.
#8
Nice concept, BTW.
EDIT:
It also depends on whether you want a seamless feel to the world or allow loading screens ala Zelda or most RPG's.
03/28/2007 (7:31 am)
If you are making a shooter that needs fast, accurate collision, you could make the base geometry as a DIF and place DTS details for the crumbled sections, pillars, and such. If you are making a RPG, there is no need for as accurate of collision. You could split up the DTS and collision meshes as necessary and then reassemble them in the world editor.Nice concept, BTW.
EDIT:
It also depends on whether you want a seamless feel to the world or allow loading screens ala Zelda or most RPG's.
#9
@ Demone, the first picture in my environment , the second is by Ando.
My skybox is 256x256, not sure about the other
As for what is a good size, that depends what you are trying to do with it. As you can see, my sky is a clear day, no clouds, so etc. So 256x256 worked very well. I find that I can do typically use 256x256 and then for the animated cloud layer, use 512x512 if I really need higher resolution.
03/28/2007 (8:07 am)
@ Peng, Yup you can do that with dts.@ Demone, the first picture in my environment , the second is by Ando.
My skybox is 256x256, not sure about the other
As for what is a good size, that depends what you are trying to do with it. As you can see, my sky is a clear day, no clouds, so etc. So 256x256 worked very well. I find that I can do typically use 256x256 and then for the animated cloud layer, use 512x512 if I really need higher resolution.
#10
03/28/2007 (2:57 pm)
Thanks for the wisdom! I was generally wondering about clouded skys similar to the second pic. Thanks again.
#11
The idea I came up with was to make the buildings from 'tiles'. So, for example, each section of wall, floor, or roof is a standard size and is its own .dts file. This contains LOD variations. Then I need separate files again for pieces that have taken damage.
When you build a building, you assemble the tiles how you want them, then add a 'building manager' in the centre. Call a method on the building manager and it stores the handles of all those tiles and from then on controls them, so you can move the whole building around by manupilating the manager.
When a tile is damaged, depending on the damage level it shoots notices out to all its neighbours, and tells them to be damaged a little, and from what direction.
This way, you get buildings that can be dynamically destroyed, and that have at least semi-accurate collision (a rectangle for each tile, with maybe windows/doors).
04/08/2007 (4:35 pm)
Another dilemma: In my game (FPS), I want destructible buildings. Tricky, eh? :PThe idea I came up with was to make the buildings from 'tiles'. So, for example, each section of wall, floor, or roof is a standard size and is its own .dts file. This contains LOD variations. Then I need separate files again for pieces that have taken damage.
When you build a building, you assemble the tiles how you want them, then add a 'building manager' in the centre. Call a method on the building manager and it stores the handles of all those tiles and from then on controls them, so you can move the whole building around by manupilating the manager.
When a tile is damaged, depending on the damage level it shoots notices out to all its neighbours, and tells them to be damaged a little, and from what direction.
This way, you get buildings that can be dynamically destroyed, and that have at least semi-accurate collision (a rectangle for each tile, with maybe windows/doors).
#12
That same LOD approach can be used with DIFs to simulate damage to an entire structure.
In the tile-based approach you describe, DTS might be the better option; with DIFs, you'll lose the benefit of portals, which might put a ding in your framerate, and it would be trickier to implement the cascading damage. (Neat trick, by the way!)
04/08/2007 (4:47 pm)
Hi Daniel,That same LOD approach can be used with DIFs to simulate damage to an entire structure.
In the tile-based approach you describe, DTS might be the better option; with DIFs, you'll lose the benefit of portals, which might put a ding in your framerate, and it would be trickier to implement the cascading damage. (Neat trick, by the way!)
Torque 3D Owner Todd Pickens
If you are talking about interiors, buildings you can run around in, then no, bad idea.
If you are talking about trees, rocks, etc. then yes, that is the way to go.
This is a shot from the free update I am releasing for my FPS Environment Pack, All dts objects and billboards for the ground foliage
This is a shot of some work that Ando is doing, it is TGE 1.5 engine, terrain geometry, and Dif structures for the bunkers.