Large levels
by Nathan Morton · in Torque Game Engine Advanced · 07/08/2011 (3:05 pm) · 6 replies
Got a question for you guys out there. I'm looking to make a game with a map style like Oblivion or Fallout 3. I saw that TGEA had something called Atlas that would allow you to do it, and I was wondering if T3D had the same type of thing.
Basically what Oblivion does (from what I've read) is load the high res(depending on settings) textures in the cell you're in and the low res textures of the cells surrounding you, and as you move from one cell to the other it'll load the high res version of textures when you get close enough.
Thanks for any direction on this one.
Nathan
Basically what Oblivion does (from what I've read) is load the high res(depending on settings) textures in the cell you're in and the low res textures of the cells surrounding you, and as you move from one cell to the other it'll load the high res version of textures when you get close enough.
Thanks for any direction on this one.
Nathan
#2
The way in which T3D terrain would simulate the low to high res terrain materials would be the way in which diffuse + detail textures are used. The diffuse (color) texture would be seen at all ranges and details would be added when close up (adjustable range) through the detail texture. And of course a normal & parallax material can be added to each layer.
Some very large, and very detailed, maps can be created with the T3D terrain system - and that's before you even populate it with assets.
07/10/2011 (11:01 am)
No, T3D does not have the Atlas terrain system.The way in which T3D terrain would simulate the low to high res terrain materials would be the way in which diffuse + detail textures are used. The diffuse (color) texture would be seen at all ranges and details would be added when close up (adjustable range) through the detail texture. And of course a normal & parallax material can be added to each layer.
Some very large, and very detailed, maps can be created with the T3D terrain system - and that's before you even populate it with assets.
#3
Then at the same time, how do I keep from killing the machine the game is running on while handling those large maps.
07/10/2011 (9:30 pm)
That's really the answer I was looking for, was would T3D handle large maps. Then at the same time, how do I keep from killing the machine the game is running on while handling those large maps.
#4
08/06/2011 (12:30 pm)
the Atlas terrain system used to buffer terrain loading and unloading by segment, no idea how the T3D terrain does it.
#5
08/06/2011 (6:06 pm)
It buffers the entire terrain into memory last I heard, however it does has some distant mesh auto LOD feature thats pretty nifty, i know it sped up my massive and highly detailed terrains quite a bit from early versions.
#6
08/19/2011 (8:55 pm)
TGEA also has the megaterrain system (a variant of legacy) which can be pushed for very large terrains. However, it uses a clipmap stack per segment so VRAM becomes a limitation. Also there are lighting issues that cause visible seams, at least in 171.
Torque Owner Robert Fritzen
Phantom Games Development