Terrain i made with geoscape3d

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Jay
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Terrain i made with geoscape3d

Post by Jay »

I made a terrain with geoscape3d, then exported to the free bryce5, then exported again to milkshape.
This is the terrain i showed at steven8s forums, but since nobody is there anymore due to the RF site back up, i'll post it here.

http://www.webspace-giant.com/gammeloma ... een000.JPG
http://www.webspace-giant.com/gammeloma ... een001.JPG
http://www.webspace-giant.com/gammeloma ... een002.JPG
(copy the url into the browser or it won't work)

No farclipping.

15800 polys, divided into 9 sections, has a 2Kx2K texture map, the geoscape logo ill be removed once i purchased geoscape.

i used staticmesh collision detection level 2, but due to the divided terrain, it doesn't have such a large impact(the maximum polycount of one section is 1,5K)
runs at 15-35fps (25fps are the average) on my Athlon 2000+, GeforceFX 5500 (256MB), 512MB Ram.
Everyone can see the difficult, but only the wise can see the simple.
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psYco
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Post by psYco »

wow nice landscape :shock: ! but try get larger textures... They blur too much make a niec small grass texture that tesalates well then duplicate it so you can see the grass not just like a green blur.
Jay
RF Dev Team
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Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

Since we do not have multitexturing (i believe), i have a few problems with getting a larger texture. I will use 4096x4096 as a last resort, but above this is not a good idea, because 4Kx4K will be a 64MB texture, and for the 9 sections i will need all in all like 600MB of disk space, since rf needs a texture for every actor.

EDIT: The 4Kx4K texture ruined my framerate. So i am switching back to 2Kx2K.
Last edited by Jay on Thu Aug 31, 2006 4:42 pm, edited 1 time in total.
Everyone can see the difficult, but only the wise can see the simple.
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psYco
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Post by psYco »

Woah! no what I meant was have one small lil texture say um 256x256 and then make that texture ''loop'' itself across the whole map like umm like taking 1 brick and covering a wall wih it rather than making the whole wall a texture, get what im saying?
Jay
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Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

Yes i know what you mean but i don't know yet how to make the transitions between the textures, because with many small textures i have problems that the borders look way too sharp. But i am working on it and it will definitly take some time...
Everyone can see the difficult, but only the wise can see the simple.
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scott
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Post by scott »

the way i would sort out your texture is to make a 4x4 grid over the 1024 texture, deviding it into 16 256x256 then in a image editing programe that has smoothen smooth the edge of the square that is in the middle but bottom left of the middle. now copy this square and flip it verticaly and move it to the square above, you should have the two middle left squares done now,, copy these squares and flip them horisontaly and move them to fit over the 2 right squares, now copy these 4 squares and you have a 512 x 512 tiled texture, the importance of this is not to blure the edges too muchor the center will look odd.

i hope that makes sence, i have ahad a little drink tonight and im a little sleepy but im sure its ok and i hope its useful to you.
*GD*
Jay
RF Dev Team
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Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

Now that my texture exporting problem is solved, i have a new version of the landscape:

the red recangle shows the 'transitions' problem i meant.

The framerate shower of RF said 20fps, but fraps said 9-10 and i am going to believe fraps because it's more accurate.
The framerate is going down because i used more than one texture, i believe.

http://www.webspace-giant.com/gammeloma ... een066.JPG
(copy the url into the browser or it won't work)

I have to add detail to the landscape textures though.

If multitexturing is somehow possible, could someone explain it to me?

EDIT: Ok, framerate is now at 12-16fps (says fraps, average of the frapsbenchmark was 13,5, genesis framerate shower says the doubeld like always. :wink: ), because i now have divided the terrain into better suited sections. That's awesome! Just by making a optimation made
Everyone can see the difficult, but only the wise can see the simple.
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