April 2, 2002
at 12:00 pm /
#19528
Grasshopper,
As usual, you catch on rapidly. I can indeed reduce and import a 200×200 heightmap and still preserve a lot of quality.
Heightmaps of that size look very, very sweet as 3D terrains. My problem is the fact I’m working on a flight sim for my cute little airplane, and I have to support users with lousy video cards. (like me, max texture size is 256×256 for my accursed Voodoo 3 3000, which I incidentally bought THREE WEEKS before 3dfx announced they were folding like a cheap TV table. Aren’t I a genius? LOL). And there’s a large number of people with cards just like it, and I don’t want to exclude them from the andquot;marketandquot;.
So I have to either tile the same texture across the whole terrain, which is painless but kinda boring to look at. Or I can just cover it with one 256×256 texture, which starts looking pretty bad when you scale the terrain up to, say, 8000x800x8000 units.
Or I can paint a single large terrain texture and slice it into 256×256 sections, and manually paint them onto the corresponding regions in 3DC, which would look very good, but the idea of manually selecting, like, 32,000 faces kinda scares me. Plus having the game engine processing 32,000 faces 30 times a second when 3/4ths of them are actually out of view just seems a criminal waste of processing power.
What I’d really love is some sort of utility or plugin that could unlink the faces of a single terrain object into several smaller tiles, each being in its own group. Then I can use one heightmap, run the plugin on the object, and end up with a nicely sliced terrain ready for use in a flight sim. Then in the game, I can hide/unhide sections of the overall andquot;worldandquot; based on camera distance, keeping the visible polycount to a manageable level. Unfortunately, I don’t have Visual Studio installed anymore and the CD’s shot. So that notional 3DC plugin is just a pipe dream at this point.
Richard,
Yes, the mirror tools work perfectly. What I meant was, take a 128×128 heightmap, split it into 4 64×64 images, and then import each of them into 3DC as an individual terrain object.
When you butt them together, you’ll notice that there’s some height averaging andquot;problemsandquot;, i.e., the same color value in Map 1 doesn’t necessarily translate to the same Y height in Map 2. This, from what I understand, is a normal side effect of the pixel color-to-height value sampling process.
On a side note, I love the Deform tool. I ran the Create Face plugin, executed several Divide operations on it, and used the Deform tool to make some fairly nice terrain features on the flat surface itself. I’m so happy it obeys the XYZ constraints…and I’m wondering if it would be possible to add some sort of andquot;altitudeandquot; parameter to it?
i.e., if you select 128 as the andquot;altitudeandquot;, the deform tool will only deform in a -128 to 128 unit range, with the current pixel’s XYZ location values being the andquot;0andquot; value in all three axes. It’d make the Deform tool a lot more powerful. I suppose you could add Min Extent and Max Extent input boxes to the Deform tool’s right-click popup. Workable? I know it’d make editing mirrored terrains much easier than manually eyeballing the Deform tool when making trenches and valleys.
Oh, and Alan’s heightmap-exporting idea has a lot of practical merit. Insane Software has a freeware terrain texture tool that takes a heightmap and several source textures as input, and generates a composite texture with per-pixel lighting and correct colors at varying altitudes for, say, rock/grass/sand/snow and whatnot. Being able to export a 3DC fractal terrain to a grayscale heightmap would allow people to make use of tools like that.
-Mel Ebbles