terrain making help
terrain making help
ok I'm new to all this stuff so hope this makes some sense to everyone.Trying to make some terrain with terrain generator and import it to RF but when it starts it just stops about halfway thru it(rebuilding trees) so is 256 to much or does it need to at 128 or 64.Someone said to break them up and do it but I don't know how to do that, any help would really help out alot.
No it does not stop it just needs an insane amount of time. (so basically, that's the same like you said)
If you mean with 256 that you got 256x256 tiles (that's 256x256x2=131.072 brushes, meaning 786.432 faces for the compiler to test against each other!!!) than it's ok for the engine but not for the editor - it takes, like i said, an insane amount of time. I wouldn't go over 64x64, even that is much, but honestly, i don't think it's good to make the terrain out of BSP geometry. Better make it as an model and then divide this model into several actors. In your modelling program, you can also reduce the amount of polys to maybe a third, fourth or even a fitht without loosing much of your terrain structure.
The dividing into several actors is absolutely necceesairy for big actors, because otherwise you cannot get it to wwork fast.
Here is a topic where i showed off some terrain i made using the above technique:
http://www.realityfactory.info/forum/vi ... ht=terrain
The whole terrain only has 3.800 polys, and was produced from a 16384 poly (=128x128) source terrain.
If you mean with 256 that you got 256x256 tiles (that's 256x256x2=131.072 brushes, meaning 786.432 faces for the compiler to test against each other!!!) than it's ok for the engine but not for the editor - it takes, like i said, an insane amount of time. I wouldn't go over 64x64, even that is much, but honestly, i don't think it's good to make the terrain out of BSP geometry. Better make it as an model and then divide this model into several actors. In your modelling program, you can also reduce the amount of polys to maybe a third, fourth or even a fitht without loosing much of your terrain structure.
The dividing into several actors is absolutely necceesairy for big actors, because otherwise you cannot get it to wwork fast.
Here is a topic where i showed off some terrain i made using the above technique:
http://www.realityfactory.info/forum/vi ... ht=terrain
The whole terrain only has 3.800 polys, and was produced from a 16384 poly (=128x128) source terrain.
Everyone can see the difficult, but only the wise can see the simple.
-----
-----
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA