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 Can I substitute large models of ground terrain for real terrain?

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TheWatcher
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PostSubject: Can I substitute large models of ground terrain for real terrain?   Tue 18 Oct - 15:41

Can I substitute large models of ground terrain for real terrain without incurring a large poly count increase?

Thanks to anyone who can help.
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Delurin
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Wed 19 Oct - 2:56

It would depend on how large the models you are planning on using would be. And how far the player would be able to see of your terrain.
One of the biggest problems I can think of would involve level of detail and physics. Multiverse currently will automatically scale down the terrain after a certain distance so you would probably have to manually cut the terrain up into sections and then make lower polygon versions for ones further away. Doable but probably annoying. The physics would be a much harder problem currently there is no height field physics other than with the terrain so you would need to put in a lot of physics boxes for your terrain which would be time consuming and I dont know how much of speed degradation that would cause.

The real question is why do you want to replace the terrain with large models? We might be able to solve the issues you are having with the terrain

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Tristan
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Wed 19 Oct - 3:07

The only reason that he would want to use real terrain, that I can think of, is if you wanted to make some irregular rock formations, cliffs, or perhaps natural tunnels and caves?

If this is indeed the case, you can easily blend these in, but as Delurin said, you'll want to make low-poly versions of these as well
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Delurin
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Wed 19 Oct - 3:28

Correct..in our game we do have Caves/tunnels we generally just made a hole in the ground and then added the model. We also instance the player into a cave that is just a model and remove the terrain but we made it a separate instance to reduce the number of polys in the scene.
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TheWatcher
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Wed 19 Oct - 14:27

Yes. I wanted to try to make tunnels, caves, and even overhangs and natural bridges.
I was hoping that I could set the poly sizes to the same size as the terrain triangles to keep the count low.

Of course that might not even work. That's why I'm asking you guys.

Thanks for the replies.
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Delurin
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Wed 19 Oct - 23:58

Yea the terrain code is pretty highly optimized. I don't think you could easily get it to that level of optimization.
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TheWatcher
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PostSubject: Re: Can I substitute large models of ground terrain for real terrain?   Thu 20 Oct - 3:21

Oh well, I had hoped.

At any rate, thanks for the help.
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