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Splitting the Terrain; The terrain is made using heightmaps...
Topic Started: Apr 22 2009, 01:51 AM (244 Views)
dillonu
Newbie
[ * ]
I'm trying to split a terrain map into 9 sections. I am using the built-in system for terrain heightmaps.
I want to stay in this terrain system, but keep the terrain split up into sections.
The terrain is big so I want to split it up to not make it all one model.
The problem is, is when you go to view the game, you can see where the edges of the terrain meet.
Some polygons are higher than the others, so it looks very odd.
LOD is enabled.

I am using the terrain features to make the terrain deformable (easily).
Also for the decals.

I did evenly split the heightmap files and alpha files.

Is there a way to fix this?
Edited by dillonu, Apr 22 2009, 02:07 AM.
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ashrat3000
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u3d raytracer
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Try turning off the LOD. Its going to lag like hell but it might work.

그대를 사랑해


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dillonu
Newbie
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I did that, but it did now fix much.
The edges are still a little off every few spots.
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Despellanion
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Forum God
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Maybe move them closer together so that they overlap just a little?
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Gandalf20000
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Geek
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I thought that the tile_x and tile_y variables split up the terrain into different chunks... Maybe I'm just stupid, I don't know.
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dillonu
Newbie
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tile_x and tile_y seem to be how mush it splits a pixel... I might be wrong though (seems to be in my case).
Quote:
 
Maybe move them closer together so that they overlap just a little?

They are overlapping. When I extend each section into the next section (tested this also) it works fine (the overlap does somewhat), but the edge is messed up for each section.
Is there a way to maybe stitch the vertexes of each section together? Right now, the LOD is mostly messing it up (I knew this before I posted, but without it on, it's between 45FPS-90FPS in areas, and that's only for the skybox, terrain and water).
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