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).
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).
#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.
Torque Owner Josh Goldshlag
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