Game Development Community

14 ft. deep oceans

by Sparkling · in Torque Game Engine Advanced · 11/12/2009 (1:57 am) · 3 replies

Can anyone point me to a thread that will give instructions on how we can tell the engine to allow us to make the ocean deeper on a Megatterrain map? I mean, not using the greyscale heightfield and re-generating the terrain, but actually using the manual world editor GUI and excavating the terrain lower. We have apparently hit a maximum depth of 14 feet for our ocean and we can't figure out how to make it deeper without also making the mountains significantly higher (via regenerating the terrain) and also, this method really does a number on the edge seams so I would really rather not go that route if at all possible.

What is happening?
We can raise and lower the terrain to a specific depth, and then it flattens out. We even tried raising the entire terrain 200 units above 0. This did not help. The seabed remains stubbornly at 14 feet deep, and will not go any lower than that, regardless of overall terrain elevation. The terrain itself seems to be hard coded with a specific depth. Is there any way around this? I don't see how to do it in script.

This is what our Megaterrain looks like right now
new SimGroup(MegaTerrain_N34E32_02) {
         canSaveDynamicFields = "1";
         Enabled = "1";

         new TerrainBlock(N34E32_02a) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-2048 -2048 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_0.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02b) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-0 -2048 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_1.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02c) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "-2048 0 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_2.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };
         new TerrainBlock(N34E32_02d) {
            canSaveDynamicFields = "1";
            Enabled = "1";
            position = "0 0 200";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            detailTexture = "Visions/data/terrains/details/detail1.png";
            terrainFile = "Visions/data/missions/Kourion_3.ter";
            squareSize = "8";
            tile = "0";
            detailDistance = "25";
            detailScale = "256";
            detailBrightness = "1";
            texelsPerMeter = "8";
            clipMapSizeLog2 = "10";
         };

Any ideas, suggestions or feedback? Please? Point me to a thread that has the magic solution that I couldn't find?

Thank you!
-Laurene

About the author

Laurene Wells is the owner of Heaven's Blessings Tiny Zoo (HBTZ). She is Producer of Chariots (2008) and Visions (in production), leading a team of volunteers who collaborate online from around the world. Learn more about the company at http://tinyzoo.com


#1
04/02/2011 (7:33 am)
Have you tried changing the location of the water plane?
#2
04/02/2011 (9:25 am)
How much elevation is represented by the heightmap? I believe that there is an upper cap which scales the total apparent height allowable. So if your heightmap elevations already account for 98% of the total height, then you would only be able to excavate/raise the terrain any further by another 2%.
#3
04/02/2011 (3:26 pm)
I was fiddling with a water block earlier today - the behavior was odd to say the least. The block was too shallow, so I made it deeper by increasing the Z scale but it didn't seem to change anything. When I tried to move it the camera started to do some weird things, too. Perhaps I'd better try it again with a fresh project - I don't think I had changed any code in that one but I could be mistaken....