Game Development Community

Atlas terrain ripping. (image intensive)

by metalliandy · in Torque Game Engine Advanced · 10/06/2007 (3:58 pm) · 7 replies

Hey all,

I have recently exported a map that i created within L3DT to Atlas and have noticed the terrain has rips in the surface that close when the camera moves towards them.

Here are some screenie's of the map in-game...

img.photobucket.com/albums/v299/metalliandy/rip.jpgimg.photobucket.com/albums/v299/metalliandy/rip4.jpgimg.photobucket.com/albums/v299/metalliandy/rip3.jpgimg.photobucket.com/albums/v299/metalliandy/rip2.jpg
and the exporter settings...
img.photobucket.com/albums/v299/metalliandy/settings.jpg

Here are the map creation settings used in L3DT

Clickie

I have spoken to Aaron and he assures me this is not a L3DT error.

Any Ideas?

#1
10/07/2007 (2:14 am)
Did you scale your atlas in TGEA editor to anything else than 1,1,1?
Atlas does not like that and I got this kind of error.
There has been a thread 2-3 months ago where others had this problem and it was a different but simple to fix issue.
#2
10/07/2007 (4:16 am)
Thanks for the reply :)

The Atlas was scaled to 1, 1, 1

Here is another screenie.

img.photobucket.com/albums/v299/metalliandy/rip5.jpg
I will have another look on the around to see if i can find that thread and i will post back here asap :)

Thanks for the heads up.

*edit* I have had a look around and cant seem to find much...I don't suppose you could point me in the right direction could you?
#3
10/07/2007 (10:28 pm)
I have seen this happen before, and I just wound up making a new terrain. I have no clue what was causing it, and fiddled with the error metric and other settings in compiling the terrain but was never able to get it to not tear badly, moreover performance was bad near the areas that were ripping. I wound up just making a new terrain and had no problems with that one so scrapped the old one.
#4
10/08/2007 (10:53 am)
Thanks for the reply :)

I have seen this on more than one of my maps so im not really sure what causes it and fortunately unlike the example you gave above, the performance shows no drop whatsoever.

Does anyone have a fix for this problem, or maybe a hint at what might be causing it?

Maybe its the exporter as the rips do not appear (as far as i can tell) in L3DT's sapphire.
#5
10/09/2007 (2:26 pm)
Those "tears" at more than likely seams of the different chunks that the terrain is chopped into. It has been around since before 1.0, but has yet to be really figured out.

They do go away as you get closer, because of how LOD works and such. You might be able to do some LOD changes to make it all look better, but performance will suffer even more at that point
#6
10/09/2007 (5:07 pm)
The only seam problem I know of with Atlas is the garbage texture seam introducted with clipmaps about MS 4 and is caused by the texture not being clamped to the edge of the terrain. That seam only occurs at the edges of the terrain and is really only a problem if you want to tile several Atlas terrains together.

http://www.garagegames.com/mg/forums/result.thread.php?qt=58464

This is different in that it is a transparent seam. And not at the edges.

I would be interested to hear more about this.
I'm completely unfamiliar with L3DT, but the setting report the heightmap size as 1024 x 1024.
Did you resize it to 1025 x 1025 before exporting it?
Have you flown around to see how many of these seams there are on your terrain?
Are they only in one direction? Or do they cut up the terrain into squares?
Have you tried to walk across these gaps to see if the collision is gone in these gaps?
And you might want to look at them from under the terrain, just to see if the faces are reversed.
#7
10/10/2007 (2:36 pm)
Thanks for the reply :)
I will look into your suggestions more.
Though i can say that there are lots of them..how they are placed and collision wise..is another matter.
I will take a look and post back when i find out more :)