Game Development Community

Static Mesh as Terrain?

by GI_JOEJK · in Artist Corner · 10/04/2008 (2:37 pm) · 2 replies

Hi

I am trying to get a terrain into TGEA using L3DT. But my question is, can I create a static mesh terrain with collision in a 3D modeling program, then cut it up and create LODs out of the different parts? This will allow me to have better textures and details on the terrain, though, keeping the texture budget low of course. Then I would like to assemble these terrain parts in TGEA. My terrain would be no bigger then 2 km x 2km, and the playable area would be no bigger then 1km x1km.

I think if I do this right, it should be fine? I have already done something like this before, with Unreal 3, as a test. And it worked just fine.

http://www.dpl-media.com/files/RCM_alfa_004.jpg

Again, I do not need massively large terrains. I would like to focus instead on smaller and more detailed terrains.

Has anyone done this before with TGEA??

Thanks

#1
10/04/2008 (8:22 pm)
Sure. You can do that if you want. Just use polysoup collision on it and it will work fine. I made a demo (started, but never finished) that was made entirely in DeleD. It had land, mountains, and even stairways and worked just fine.
I don't know if lod works tho as I didn't have to worry about it with the demo I was working on.
#2
10/05/2008 (3:31 pm)
@GI - Yea that should work just fine.

I would use a skirts (see crack filling) around your terrain chunks to hide any potential seams from LOD.

Also i would make sure to optimize the terain mesh triangle count. Don't leave them as a regular grid.

Really this technique is probably not too far off what you see in older GTA games where the entire world was broken into optimized and LODed polysoup chunks.