Game Development Community

Questions about Terrain Generation

by Marcelo Roque · in Torque Developer Network · 02/12/2009 (8:26 am) · 6 replies

Heya guys, I'm working with TorqueX and I'd like to start creating terrains. So here comes a couple of questions:

1) Is it possible and efficient to generate terrains with .dts files? Any problems with that, like technical issues and such?

2) By generating a terrain with a .ter file, how may I do it? I've tried downloading TGE and TGEA demos, looking for some Terrain Editor, but didn´t find any. Anyone can give a light on that?

Thanks for the attention.

Salute,

Marcelo

#1
02/12/2009 (12:42 pm)
you have to press F12 in TGEA to get to the editor i don't know about TorqueX but i would think you do the same.
#2
02/13/2009 (7:59 am)
Thanks for the reply, Brandon. Any idea on how generating a terrain without that? Like I've said on my post, I've downloaded the demos but it didn't let me use any features. Is there any other program?
#3
02/13/2009 (8:13 am)
In my opinion terrain in dts format(models) is not good idea. Terrain has many optymalizations(this is big structure and we want to generate it in realtime) which dts don't have. But terrain elements(like clifs or big rocks) can be dts models.
#4
02/13/2009 (9:34 am)
Hm. Got it Krzysztof, so the best way for me to create a terrain would be, in your opinion, using some terrain generator from TGEA or what?

Thanks for the reply.

Marcelo
#5
02/13/2009 (10:54 am)
Using legacy terrain, you can create it using a heightfield and then import that into the Terrain Editor. For Atlas terrain, it's a bit more complicated, but there are tutorials on how to import them into the engine. Once in, you can use the brushes in Terrain Editor to sculpt the terrain, unless it's Atlas (which must be done in whatever app you use to create the heightfield). You can use any image editor to make your heightfields, though I suggest png format for the lossless compression it offers.
#6
02/14/2009 (12:55 am)
I'm agree with Ted:)