Multiple terrains per mission file
by Paul Yoskowitz · in Torque 3D Professional · 03/14/2011 (12:43 pm) · 10 replies
Im trying to work with multiple terrains per mission file and seeing how this works with the map trigger issue in a earlier post.
While i was reminded of bug that i posted about earlier, i also noticed that there is a definite line where the 2 terrains were butted up against each other. besides hiding it with hills, trees and grass, is there a way to "weld" the different terrains together to get rid of that line? I dont see one, nor have i been able to find one on the forums, but i was curious incase ive missed something simple.
While i was reminded of bug that i posted about earlier, i also noticed that there is a definite line where the 2 terrains were butted up against each other. besides hiding it with hills, trees and grass, is there a way to "weld" the different terrains together to get rid of that line? I dont see one, nor have i been able to find one on the forums, but i was curious incase ive missed something simple.
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#2
03/14/2011 (1:47 pm)
snaps are your friend.....
#3
03/14/2011 (3:02 pm)
@Andy - thats what ive been doing. There is a seam between the 2 terrains thats visible and your right, its rather a hassle making them line up, esp if you are dealing with a terrain thats not perfectly flat. Thats why i was asking.
#4
03/14/2011 (3:21 pm)
You might try overlapping the two terrains....
#5
03/14/2011 (3:58 pm)
I have and it gives a weird distortion where they overlap
#6
Just thinking out loud - last time I tried to get two terrain objects into a single mission the second was essentially an instance of the first, so that any changes I made to one were copied to the other. I think that was 1.1b1 or b2....
03/14/2011 (4:24 pm)
That's interesting - I hadn't tried it so I didn't know. Is it a z ordering issue do you think? Perhaps a modification to the terrain class to force blocks into a particular z order would help.Just thinking out loud - last time I tried to get two terrain objects into a single mission the second was essentially an instance of the first, so that any changes I made to one were copied to the other. I think that was 1.1b1 or b2....
#7
03/14/2011 (4:27 pm)
Im not sure honestly. i just thought that since T3D allows for multiple terrains in an mission that there might be a way to get rid of that seam between them.
#8
I tried various options and even followed the guidelines of the L3DT developer ... but to no avail ... I eventually gave up.
Was planning on tackling it at a later stage again ... at least I known I am not the only one. My terrains were 100% lined up as I created the large terrain in L3DT and then used the export multiple terrains option.
03/14/2011 (10:39 pm)
I was using a Beta of L3DT which supported multiple terrains and ended up with the same gap/line that was mentioned here.I tried various options and even followed the guidelines of the L3DT developer ... but to no avail ... I eventually gave up.
Was planning on tackling it at a later stage again ... at least I known I am not the only one. My terrains were 100% lined up as I created the large terrain in L3DT and then used the export multiple terrains option.
#9
Mountains also work (work up a huge mountain on 1 terrain, OVER the other terrain, and have a static mesh cover the overlap where the mountain hits the ground (like say, ancient temple, army bunkers, etc.).
It's not an easy task but it's doable with some planning.
03/15/2011 (9:42 am)
The best way to get rid of a seem is to hide it. You can remove individual cells so the seems don't all HAVE to be at perfect squares which makes it a bit easier to make look realistic - then you just hide with a river, foliage, etc.Mountains also work (work up a huge mountain on 1 terrain, OVER the other terrain, and have a static mesh cover the overlap where the mountain hits the ground (like say, ancient temple, army bunkers, etc.).
It's not an easy task but it's doable with some planning.
#10
03/15/2011 (10:06 am)
@Bryan - thats the plan for now. since alot of this will be on the OTHER side of a map trigger, it should fairly simple to hide. It just seemed that there should be a better way.
Torque 3D Owner Andy Wright
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