Question about terrain for TGEA 1.7.1
by Andy Hawkins · in Torque Game Engine Advanced · 07/06/2008 (1:24 am) · 3 replies
I have a few questions about the new terrain and atlas in TGEA 1.7.1
1) Where is the new heightmap loader utility for megaterrain segments?
2) Do DTS shadows work on Unique Atlas terrains in TGEA 1.7.1?
3) Do DIF shadows work in TGEA 1.7.1 on Unique Atlas terrains?
4) I want to redo the terrain for BRAVE using a similar aerial map depicted below as my base layer so I can world build on top and eventually remove the aerial when I've finish
a) How can I get the aerial map into TGEA so I can deform a mega terrain to match it?
b) I thought one way was to make a terrain in Lightwave first, edit it that way, and then bring it into TGEA 1.7.1 as a DTS mesh, then turn on polysoup and use that as the final terrain - will that work?

1) Where is the new heightmap loader utility for megaterrain segments?
2) Do DTS shadows work on Unique Atlas terrains in TGEA 1.7.1?
3) Do DIF shadows work in TGEA 1.7.1 on Unique Atlas terrains?
4) I want to redo the terrain for BRAVE using a similar aerial map depicted below as my base layer so I can world build on top and eventually remove the aerial when I've finish
a) How can I get the aerial map into TGEA so I can deform a mega terrain to match it?
b) I thought one way was to make a terrain in Lightwave first, edit it that way, and then bring it into TGEA 1.7.1 as a DTS mesh, then turn on polysoup and use that as the final terrain - will that work?

#2
I've only had a brief play with megaterrains, but that's where you'll find them.
07/06/2008 (9:16 am)
1) Heightmaps for megaterrains are under World Editor Creator -> Mission Objects -> Environment -> MegaTerrain - it will want a 512x512 image.I've only had a brief play with megaterrains, but that's where you'll find them.
#3
07/07/2008 (2:19 pm)
2+3) Unfortunately, separate shadow maps are not currently supported in combination with unique texturing in Atlas. One has to rely on pre-baked shadows ATM.
Torque Owner Matt Vitelli
4)Do some searches for heightmap data or GIS(is it GIS? It's one of the two) data.
Polysoup for terrain is a very bad idea, I think. You could have neat features such as caves, cliffs, and overhangs, but your performance is matched to your vertex density, seeing as it's using polysoup. Also, with the 10000 poly restrictions on exporters, it'll be hard to match the quality of Legacy or Atlas terrains, which I'd assume are in the millions of polygons.