Game Development Community

Looking for some TGEA screenshots

by Alexander Brown · in Torque Game Engine Advanced · 01/25/2007 (5:23 pm) · 14 replies

Im looking at purchasing TGEA, however i havent seen any recent screenshots of a TGEA atlas terrain, or any of the features in TGEA. I have looked at the demo, however other then the shadows and shaders, i dont see much of the things im looking for.

What i want to use TGEA for:
HUGE terrain, repeating if need be, but it has to be huge
large water areas
good graphics

However im really wanting to see some nice screenshots to show those qualities off, but havent been able t find any sadly.

If anyone can post some it would be greatly appreciated

#1
01/25/2007 (6:42 pm)
Search GG site for Air Aces (my current favorite TGEA title). Every .plan or blog from the developers (such as Thomas and Carl), is riddled with gorgeous pictures of this dog fighter game. After reading their blogs and looking at their screenshots, I'm ready to drop $$$ on whatever asking price they sell it for =).
#2
01/25/2007 (8:11 pm)
Some of their screenshots do look really really nice, however there are only bits of land from what ive seen and of that the look of the land is blurred and like a low res texture.

Are there any other games/projects that have screenshots of TGEA?
#3
01/25/2007 (8:29 pm)
Hey guys, im working on putting together a bunch of screenshots for TGEA and should have them ready soon.
#4
01/25/2007 (8:52 pm)
That would be great, any chance of us seeing one of the "bunch"?

*wink* *wink*
#5
01/26/2007 (9:43 pm)
I don't see why not. I'll see if I can post some on monday.
#6
01/27/2007 (9:29 am)
That would be great. Other then the "legions" movies there havent really been any good images to show off how "huge" atlas and TGEA can be.

Im arguing with some people over TGEA and Quakewars engine in map size, personally i think quakewars has no chance in hell, but i need pics to prove it :)
#7
01/27/2007 (11:11 am)
Also wondering, with HUGE atlas terrains, how long does it take to load? how large are the map files and the FPS with such a large terrain...

Im thinking the scale os 30-40 square miles
#8
01/27/2007 (8:34 pm)
Also Ive learned that atlas and MegaTexture from ID use the same "idea", however is there any difference from the 2, other then cost?
#9
01/28/2007 (8:07 am)
I believe the chunked algorithms behind them are the same, though modified necessarily for performance considerations. The implementation is most likely somewhat different, depending on the target hardware and audience and view distance.
#10
01/29/2007 (1:24 pm)
No new SS from atlas yet? its the end of monday...
:(
#11
02/07/2007 (10:52 am)
While I wouldnt need 'huge' terrains, I haven't found any close up screenshots of the terrain in regards to texturing, especially considering this is mainly a FPS engine. Everything I can find looks like TGE with stretched textures or the same old repeated detail texture on everything.
#12
02/08/2007 (10:55 am)
Yeah, our demo terrain is pretty low-resolution because we're trying to keep the download size to a minimum. You can set the resolution to whatever you want, it's a matter of what you want your performance / disk space to look like.
#13
02/08/2007 (12:23 pm)
Atlas terrains can look pretty good but they are a bit tougher to get used to. I don't have any recent screenshots handy since detail texturing went back in with the blended terrains (that makes a big difference). But here's an older screenshot of an atlas terrain I did a few months ago. Nothing special, certainly not the best demonstration of the engines capabilities. But this will give you an idea:

http://www.therepopulation.com

That was generated with L3DT and no hand editing, with MS4 and no detail texturing.
#14
02/18/2007 (9:11 am)
Alex, the QW and Atlas stuff is essentially the same thing. Thier "megatexture" approach is whats called "clipmapping" in academia and was simply renamed by JC (I wish he wouldnt do that).

Anyway, other than that, atlas is a streamed chunked terrain. So in theory you can have any size texture detail you want.

In practice its another issue :) but it basically boils down to create art at the end of the day.

We've been using low res terrains on Air Ace because we dont really need terrain other than to take off from and crash into.