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3 Dimensional Chat / Huge terrain

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Niels Henriksen
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Posted: 14th Jan 2007 18:43
Hello

Im using dgdk.net for making my game and are close to make to I can have a huge terrain.

The idea is that I make the terrain in objects I can turn on and off when the player is walking. There will always be a 3x3 area visible.

Is it possibel in a 3D program to make a terrain and then cut it in parts? or do I (or the graphics-guy/girl) make every object by it self?

Any ideas?

--
Niels Henriksen
Working on a RPG right now
Pillsbury Dobok
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Posted: 16th Jan 2007 04:49
Hmm... I'm curious about that myself. It sounds logical, but I somehow think that it would be better if you thought of your terrain in terms of the bitmaps that determine their height.

If you can, paint the entire terrain, and then break up the bitmap in the "grid". Once you have all the pieces organized, make your terrain as you see fit piece by piece -- and then segment them into the level for your 3x3 polygon-saving algorythm. Just a thought, this could be a really stupid solution of mine.

How big is this terrain suppost to be exactly?

I am the keeper of the invisible flame. You shall not pass gas...
Niels Henriksen
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Posted: 16th Jan 2007 12:19
Pillsbury Dobok - A good idea by painting the terrain in bitmap and then model it in a 3D prog. Then I can hide/show the objects as the player is walking.

The size is...... not defined yet. The area can be so big you cant imagine that.. but its going for a try later

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Niels Henriksen
Working on a RPG right now
volman
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Posted: 16th Jan 2007 13:06
You might have memory issues with such a huge world. Hiding/showing so many objects means that u already have them in memory, so A LOT of memory will be consumed.

So, u probably need also a mechanism for loading/unloading the objects at run time. (u might have your frames laging when accessing HD).

It's just a thought that u might have not considered.
Silvester
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Posted: 16th Jan 2007 14:59
You mean like cells in morrowind?
it worked great in there.it only got stuck for 1 second and then went on again

Image All
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Posted: 16th Jan 2007 15:41
I would go with the cut-em-up bitmaps. :P That way you can get a terrain that will match precisely with the other sections, and you can save them as separate models.

Niels Henriksen
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Posted: 16th Jan 2007 16:29
volman - Yes... I have been thinking of that... the ? will be how big it can be

--
Niels Henriksen
Working on a RPG right now
volman
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Posted: 17th Jan 2007 09:09
Try creating another thread. Check your compiler for doing that.

If your game is a fps like, then even 1 second is big enough to mess your gameplay.

For creating your terrain, u need just an image to load and command the terrain function to use the same image to all terrain. If u want variation, try using more images.

For loading only the terrain images, the lag will be minimum. Your real problem starts with the objects of your level/world.

I presume that if you create another thread (if the computer is dual or multi core), there will be no lag, since the main proccess won't interact with the HD or any loading of objects to your level.

Try at the begining of the game to load all objects, and then let a second thread running and filling your players world with the added terrain, objects and any other element. When a player go to a next square, (or area, call it whatever you want), the tread will create the new squares and the same time erasing the squares he left and any objects and elements inside them.

I think that way u will maintain a minimum memory loss, acceptable for your game purposes.

I hope I won't comfused u.
Niels Henriksen
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Posted: 17th Jan 2007 10:59
volman - Nope... not confused.... cant wait to try it.

--
Niels Henriksen
Working on a RPG right now
wildbill
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Posted: 17th Jan 2007 16:40
Don't know about dgdk.net, but DBP offers this command in the advance terrain plugin. "SET TERRAIN SPLIT Terrain ID, Split" It divides the mesh into seperate objects.
Pillsbury Dobok
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Posted: 17th Jan 2007 23:16
That could really be the ticket.

I am the keeper of the invisible flame. You shall not pass gas...
Niels Henriksen
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Posted: 21st Jan 2007 23:28
Oh... sounds nice.

--
Niels Henriksen
Working on a RPG right now

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