Atlas terrain not high res enough
by Bryan Stroebel · in Torque Game Engine Advanced · 02/19/2006 (2:00 pm) · 7 replies
Ok, I'm new to torque. I just bought TSE at the end of January. So I dont know if this is a dumb question or not.
I've been using L3DT to create terrains for TSE. I have, like everyone else, had to mess with the treedepth/error/squareSize to get a somewhat good looking terrain. The terrain really looks good when your flying around it but when you're walking around it with your player it is choppy. Nothing but harsh triangles. Only looks smooth from far away because of the texture. I would like to get higher detail out of my terrain. I know this will effect frame rates but I really want rounded hills with an acceptable poly count. So my question is:
Is atlas going to to give us a bit more in resolution? Am I not using generateChunkFileFromRaw16 right?
Here's what I have:
terrain2 2049x2049
generateChunkFileFromRaw16("MyDemo/data/terrains/terrain2.raw", 2048, 1.0, 1.0 / 256.0, "MyDemo/data/terrains/terrain2.chu", 1, 2);
=== Chunk Statistics ===\
\===== Level Count Avg. Size
0 4 37869.750000
1 1 150310.000000
========================================
chunks: 5
input verts: 4194304
output verts: 47824
avg verts/chunk: 9565
NOTE: verts/chunk is high; for smoother framerate consider setting the tree depth to 3 and reprocessing.
output bytes: 213
bytes/input vert: 0.00
bytes/output vert: 0.00
real triangles: 301789

Here is a link to the terrain2 files created in L3DT. You may want to try it yourself. Like I said, I'm new at this so I may be doing something wrong. Thanks.
Here is another terrain I created same issue. Looks good though.
I've been using L3DT to create terrains for TSE. I have, like everyone else, had to mess with the treedepth/error/squareSize to get a somewhat good looking terrain. The terrain really looks good when your flying around it but when you're walking around it with your player it is choppy. Nothing but harsh triangles. Only looks smooth from far away because of the texture. I would like to get higher detail out of my terrain. I know this will effect frame rates but I really want rounded hills with an acceptable poly count. So my question is:
Is atlas going to to give us a bit more in resolution? Am I not using generateChunkFileFromRaw16 right?
Here's what I have:
terrain2 2049x2049
generateChunkFileFromRaw16("MyDemo/data/terrains/terrain2.raw", 2048, 1.0, 1.0 / 256.0, "MyDemo/data/terrains/terrain2.chu", 1, 2);
=== Chunk Statistics ===\
\===== Level Count Avg. Size
0 4 37869.750000
1 1 150310.000000
========================================
chunks: 5
input verts: 4194304
output verts: 47824
avg verts/chunk: 9565
NOTE: verts/chunk is high; for smoother framerate consider setting the tree depth to 3 and reprocessing.
output bytes: 213
bytes/input vert: 0.00
bytes/output vert: 0.00
real triangles: 301789
Here is a link to the terrain2 files created in L3DT. You may want to try it yourself. Like I said, I'm new at this so I may be doing something wrong. Thanks.
Here is another terrain I created same issue. Looks good though.
#2
Is resolution = number of polygons?
or Is resolution = texture precision?
If it's about texture precision, Check www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9528 for more info
Otherwise, your terrain seems good in number of poly.
03/24/2006 (7:38 am)
What do you mean by resolution?Is resolution = number of polygons?
or Is resolution = texture precision?
If it's about texture precision, Check www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9528 for more info
Otherwise, your terrain seems good in number of poly.
#3
Edit: Vincent, I was responding to the original posters question about polygonal count, not textures or your post. Sorry about the confusion.
03/24/2006 (7:45 am)
Trust me, you can get insanely detailed terrains by adjusting the parameters, even so much that you're starting to think you're wasting polygons for details that are too small compared to the player.Edit: Vincent, I was responding to the original posters question about polygonal count, not textures or your post. Sorry about the confusion.
#4
03/24/2006 (7:50 am)
I could only get a limit of 8192x8192 texture for the whole terrain with standard atlas. could you generate a TQT file with a Higher texture width? (if yes How?)
#5
03/24/2006 (8:20 am)
Vincent - I meant number of polys. I have no problems with texture. In fact, the texture is what gives the terrain it's nice rounded look. When you walk up to a smooth looking area you see harsh triangles. I want more polys and I can't seem to get more.
#6
Have you tried generateChunkFileFromRaw16("MyDemo/data/terrains/terrain2.raw", 2048, 1.0/3.0, 1.0 / 256.0, "MyDemo/data/terrains/terrain2.chu", 1, 2); ? (it's only a supposition)
Otherwise, if it don't work. you always have the possibility to scale your player :/
03/24/2006 (8:31 am)
Hmmm, sorry, I'm frenchy guy, I didn't understood you were speaking about polys. So you mean you would like to have more polys per torque unit ?Have you tried generateChunkFileFromRaw16("MyDemo/data/terrains/terrain2.raw", 2048, 1.0/3.0, 1.0 / 256.0, "MyDemo/data/terrains/terrain2.chu", 1, 2); ? (it's only a supposition)
Otherwise, if it don't work. you always have the possibility to scale your player :/
#7
I haven't touched TSE since December, so I can't recall the settings, but it has to do with the error metric and the scale, I think.
03/24/2006 (8:41 am)
Bryan, like I said and now Vincent as well - you will have to tweak your values accordingly.I haven't touched TSE since December, so I can't recall the settings, but it has to do with the error metric and the scale, I think.
Torque Owner Dave