Game Development Community

Torque terrain size in miles or km...

by JC · in Artist Corner · 01/20/2003 (7:47 pm) · 16 replies

Just a quick question. I tried a search, but came up with nothing.

Anyone know how big a 256x256 piece of terrain is in miles or kilometers?

This is just a piece of info that would help me with part of my project. Basically I'm taking a DEM of a real world island.. and I am trying to figure out how many blocks I need to chop it up into so its modeled in its real world size. Of course I'm using terrainmanager for this project, since it will take several blocks to build the terrain.

Thanks!

#1
01/20/2003 (7:55 pm)
I figure one terrain block (looking at it it when highlighted with set empty, or clear empty) is about 2 meters. I just read not to long ago that the green box that encompasses a level is 1 mile square. Thats about all I can tell ya. I am not sure how many pixels of a 256x256 texture cover one square.
You can scale the size of the squares down to 2 and the highest up I have gone is 8 (default).

Hope that helps
Matt
#2
01/20/2003 (8:04 pm)
2km by 2km using the default settings

Mike
#3
01/20/2003 (8:37 pm)
Thanks guys!
#4
01/20/2003 (9:19 pm)
Taken from the Blender.cc:
Quote:The LANDSCAPE of the MISSION is a single (mile square?) TILE repeated infinitely.

Taken from the Fluid.h:
Quote:
ASSUMPTIONS:
- A single repetition of the terrain (or a "rep") is 256x256 squares.
- A terrain square is 8 meters on a side.
#5
01/24/2003 (5:19 am)
There are 32 repetitions of a terrain texture across one terrain width (1 terrain repetition). This means terrain textures cover 2048 world units (WU) if the terrain squareSize = 8. This also means there are 8 WU per texture pixel (texel).

65536 WU / 32 texture reps = 2048 WU per texture rep

2048 WU / 256 pixels = 8 WU per texel

If the terrain squareSize is set to 4 in the mission file, there will still be 32 terrain texture repetitions but each repetition will only cover 1024 WU of the terrain.

I also have some kilometer/mile conversion charts at:
holodeck.st.usm.edu/vrcomputing/scenebuilding/chapter03.shtml#_hei
#6
01/24/2003 (7:40 am)
Desmond:

Those are some good docs at your page. I was wondering what is ArchiTorque? How much has it been modified from standard Torque, in terms of the landscape editor, etc.?
#7
01/24/2003 (8:45 am)
And if you want it bigger/smaller... you can just twiddle the variables :)
#8
01/24/2003 (9:48 am)
"And if you want it bigger/smaller... you can just twiddle the variables :)"

Except you hit a hard limit really fast in terms of how big you can make it.
#9
02/05/2003 (3:01 pm)
> Except you hit a hard limit
> really fast in terms of how
> big you can make it.

What is the hard limit? What is the largest area of terrain you can create in a non-modified version of Torque?
#10
02/05/2003 (3:23 pm)
Approx 2km square, but repeating forever.
#11
02/06/2003 (7:07 am)
But if you make your player smaller, your buildings smaller, and scale your forces down accordingly, you can probably fake things pretty well...
#12
02/06/2003 (7:37 am)
Actually i ran across the post for the 'Terrain Manager' which allows Torque to support multiple terrain blocks. So with a little work we should be able to support NxM terrain blocks within a single mission. See it at...

www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4474
#13
02/06/2003 (10:38 am)
I can't access that thread, but I imagine it's the same terrain manager that J. Donavan wrote.

You might say "he knows stuff" about the terrain. :-)

-Eric
#14
02/06/2003 (10:46 am)
Technically he took it over as the maintainer... Bryan Turner actually wrote the original modification.
#15
02/06/2003 (11:15 am)
TerrainManager has actualy been actively worked on by 3 people. BT's initial version based on 1_1_2 which laid the foundation and got the ball rolling.

Another individual, who name eludes me at the moment updated TerrainManager to work with the HEAD release and then sent it to me.

I've taken on the task of finishing the work BT laid out. Making things like terrain painting and manipulation work as well as optimizing TerrainManager to minimize the performance hit for moving to multiblock terrains.

While it's not done, it's also not being activly worked on right now. I've been focusing on research and design for my server infrastructure and gameplay objects. Once that's done either myself or another team member will finish up TerrainManager as part of our engine work. Although since it's mostly functional it's likely to take a back burner to more critical sections it WILL get worked on.
#16
02/07/2003 (4:08 am)
Just curious how much of a performance hit you're experiencing J?