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Model Integration and Terrain

by Angus Breck · in Torque Game Engine · 05/31/2001 (11:18 pm) · 3 replies

I picked up a copy of T2 recently and have been examining the various maps and such for playing. Overall I've been pleased with what I've seen but I see a few points that may stand in my way of completing what I'd like to do.

Is it possible to have building models extend underneith the terrain mesh? I don't mean a simple basement that shares the same footprint as the building above it, but rather things like a simple sewer system from one point on the map to another. Is this possible? I don't see any maps with what would appear to be this sort of functionality (but I've only looked at about 2 dozen maps, so perhaps I missed one)?

One other quick question that someone may be able to answer... Do V12 terrains have a constant poly count based on distance to teh camera? I'm basically wondering if the use of considerably flatter terrains in the engine would make for a lower polygon count overall (and afford me room to add more things like trees).... lots and lots of trees (relatively speaking).

About the author


#1
06/01/2001 (8:57 am)
Take a look at the minataur map in T2. It has two bases connected by an underground passage.

Twostep
#2
06/01/2001 (10:07 am)
My guess is the polygon numbers for terrain should be easily adjusted. As it stands now in Tribes 2, there is a graphics setting that allows you to change how smooth the terrain looks. I believe it is called "terrain detail" slider in the graphics settings. Adding an additional bias to this value (whether or not your game has a slider for it) should be trivial work for your programmer. I'm making a few assumptions on how V12/Tribes 2 does the terrain, though.
#3
06/06/2001 (8:34 pm)
Polygon count on the terrain is determined by your visibility distance, the allowable screen error and the roughness of the terrain. Having flatter terrain does produce less polygons.