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| Terrains or Models ? | |
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| Tweet Topic Started: May 21 2009, 06:40 PM (287 Views) | |
| Devil37 | May 21 2009, 06:40 PM Post #1 |
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Hi there. I got a problem with terrains. I want to use the built-in system for terrains, as it's the best for that. I put 2 terrains next to each other and I want the terrains to smoothly slope between them. I used 2 textures (one for one terrain) which are smooth between them but in game, the terrains aren't exactly smooth. There are some holes (in z-axis), maybe because of the built-in LoD of the terrains. How can I fix that ? Can I morph the 2 terrains into one ? Or is it my method which is wrong ? If I use some models, it would be better for shadows and maybe collision checking, but it would not allow lots of optimisations in-game , isn't it ? If I use a model, I wouldn't be able to use texture splatting also. It's a MMORPG, so the walkable areas are huge. ![]() Thanks for your help. I need it.
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| Despellanion | May 21 2009, 06:44 PM Post #2 |
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Forum God
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Yes you would but it's not recommended for very big terrains. I use a terrain model with texture splatting, as I don't need a very big terrain. |
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| Devil37 | May 21 2009, 06:56 PM Post #3 |
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Okay for texture splatting ![]() I think my choice is for models. In fact models allows more features than terrains, but it need more work before the game, and more HD space for the player. I guess that u3d would render faster a model with trees, etc than a terrain with individual trees. I noticed with the dynamic lighting that it seems to be darker at the edges of the terrain (I will test that on a model). Anyone got this before ? I will post a screen if you want. |
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| zeo | May 21 2009, 07:22 PM Post #4 |
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I like turtles.
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Actually texture splattering might be possible with models too using multi texturing functions.
However, the terrain rendering system which comes with u3d is quite efficient, and supports things like light mapping too. I guess your problem is that you want to use multiple terrains as it can prove more efficient than using one big ( detail vs memory usage), for that too look good you need to either: Disable terrain LoD OR Use some sort of transit between the different terrains. (Or if everything else fails, just cover up the seams with models.) |
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| Despellanion | May 21 2009, 07:25 PM Post #5 |
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I say go for U3D's terrain rendering system if you are going to make huge terrains and lots of texture splatting. It will be more efficient in the long run. |
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| Devil37 | May 21 2009, 08:37 PM Post #6 |
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In time of work you mean ? My terrains will probably be small, there is several terrains and I can disable those which are too far. But there's still the problem of the edges ... @ zeo For models it's less efficient than for terrains, isn't it ? |
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| zeo | May 21 2009, 10:25 PM Post #7 |
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I like turtles.
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I actually doubt it will make that much of a difference, however the terrain system have automatic LoD's and supports terrain lightmaps which makes it very quite good. If you want to use multiple terrains without bad looking seams at the edges you can just set LoD to 0, then no LoD's will be used. Actually, the only reason I can see for using models as terrains is if you want some special features on your envoriment, like caves or special looking cliffs.. etc etc. Edited by zeo, May 21 2009, 10:31 PM.
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| Devil37 | May 22 2009, 07:24 PM Post #8 |
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Thanks to you. Yes, LoD at 0 may work, but in fact the seams are due to the textures, and make a perfect transition is quite hard. I actually don't know what way I would go for, maybe for terrains, maybe for models ... I'll discuss with my team. Thanks for these replies ![]() If anyone would add something, I would not reject it Thanks Thanks ! |
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