Game Development Community

TGEA 1.7.0 Beta 1 Bug (maybe)- multi MegaTerrain terrain editing

by Scott Burns · in Torque Game Engine Advanced · 03/20/2008 (1:59 pm) · 1 replies

This bug was first found by Michael Perry, he asked me to reproduce and post it while he's busy with the documentation.

The bug is when creating multiple MegaTerrains and placing them next to each, with a little bit of overlap, there is some separation that occurs when adjusting the height of the terrain along the seem.

img.photobucket.com/albums/v217/slymarbo/screenshot_001-00001-2.png
Heightmap used:
img.photobucket.com/albums/v217/slymarbo/Flat.png
Steps to reproduce:

1) Open a mission, I did it in the T3D example, and delete the existing MegaTerrain
2) Create a new MegaTerrain using a flat heightmap, makes it easier to see
3) Create a second MegaTerrain with the flat heightmap, delete three of the terrain block in this terrain just to move it around easier
4) Place the second terrain so that it butts right against the first with just little bit of overlap
5) Open the terrain editor and select any brush
6) Pick a spot so that the brush is stradling the seam of the two blocks and adjust the height a significant amount

We weren't certain whether was a true bug or not, if the two blocks needed to stitched together somehow that we're not aware of yet, or if the stitching can only be at creation and some code or setting may need to be adjusted.

#1
03/20/2008 (2:23 pm)
I'm almost certain that the MegaTerrain stitching code requires no overlap. I'd suggest that a quicker solution would be to document this, and possibly provide the ability to "align" MegaTerrain blocks more easily, but in the long run that assumption should probably be fixed.