Johxz Posted December 31, 2015 Share Posted December 31, 2015 Hi!how can unite two terrains? and make a big one... exist an addon? or something similar?can someone point me to the right direction?thanks Quote Link to comment Share on other sites More sharing options...
Duion Posted January 1, 2016 Share Posted January 1, 2016 Someone was working on a terrain stitcher, no idea how far that is. Quote Link to comment Share on other sites More sharing options...
Johxz Posted January 1, 2016 Author Share Posted January 1, 2016 who? have a repo? Quote Link to comment Share on other sites More sharing options...
Duion Posted January 1, 2016 Share Posted January 1, 2016 Search for it. Quote Link to comment Share on other sites More sharing options...
chriscalef Posted January 1, 2016 Share Posted January 1, 2016 If you just want two terrains to sit next to each other, you can just put them next to each other and it will mostly work. There is a known lighting bug at the borders, which is most visible on terrains with significant height difference from one side to the other, but in general you can just put terrains next to each other and most things work as expected.I have written a much more in depth terrain pager, but it's not really a standalone solution at this point, all the current work on it is in my openSimEarth build which has a lot of other things you probably don't want. However, the TerrainPager class in there might get you started anyway. The torque code is in github.com/ChrisCalef/Torque3D, branch openSimEarth. Quote Link to comment Share on other sites More sharing options...
Johxz Posted January 1, 2016 Author Share Posted January 1, 2016 hi happy new year! ;) I found this https://github.com/GarageGames/Torque3D/pull/566 I already added to the engine and works. Quote Link to comment Share on other sites More sharing options...
JeffR Posted January 1, 2016 Share Posted January 1, 2016 @Johxzhttps://github.com/GarageGames/Torque3D/pull/954 mentions an issue with that one where you can't paint the last pixels of the terrain. Do you see that happening, or does it work totally fine? Quote Link to comment Share on other sites More sharing options...
Johxz Posted January 1, 2016 Author Share Posted January 1, 2016 (edited) Thanks @JeffR reading about that I add this code and yes have the bug fixed, https://github.com/Winterleaf/Torque3D/commit/3f62ae1464fe6259705f6f4425118aacd19934f5 I added and compiled without error and already used with a few terrains, four terrain to be more exactly. (I had not seen that PR #954)EDIT: If someone want to download to test levels to try this function...Download release: https://drive.google.com/file/d/0B9GUwtDHCp_eTXUzOGVRYnhKOUk/view?usp=drivesdkGithub: https://github.com/John3/Torque3D/tree/solder-edges-terrain1) search the edgehttp://i.imgur.com/FtGtWpml.jpg2) then click herehttp://i.imgur.com/AQjF98rl.jpg3) depends of the texture and the elevation, etc... can be betterhttp://i.imgur.com/futHExpl.jpgTest with two textures1) http://i.imgur.com/wCbJWHCl.jpg2) http://i.imgur.com/Y2YjRN7l.jpg3) http://i.imgur.com/MjeRM0Ul.jpg4) http://i.imgur.com/hlCLIqil.jpg Edited January 1, 2016 by Johxz Quote Link to comment Share on other sites More sharing options...
chriscalef Posted January 1, 2016 Share Posted January 1, 2016 Ah, haha, thank you both very much! I knew if I ignored that terrain edge bug long enough, somebody would come along and fix it for me! :D Quote Link to comment Share on other sites More sharing options...
Johxz Posted January 2, 2016 Author Share Posted January 2, 2016 (edited) EDIT: Updated the post"No paint the last pixel" confirmed in "Winterleaf" version. This bug is also preset in the "signmotion" version.the error is present at the "bottom/top" of my terrain.http://i.imgur.com/fdty3hml.jpgIs necessary to paint the top to paint the "last pixel" of the bottom. If you don't paint the top...http://i.imgur.com/L5FiSsPl.jpgIf you paint the top, the bottom is painted.http://i.imgur.com/0yOI7AOl.jpgAny terrain tool only work for one terrain at the time, what the cursor is pointing. So you need to raise one first. Edited January 3, 2016 by Johxz Quote Link to comment Share on other sites More sharing options...
irei1as Posted January 4, 2016 Share Posted January 4, 2016 I thought of exporting the terrains as collada (there is an option of that in the world editor), then merge those 3d models with an outside program like blender, create a heightmap and finally import that heightmap to make a new bigger terrain.But this option has a lot of issues like how the 3d models of the terrain are so huge my old computer can't handle them to edit; or how you can't make caves or use x-y-rotated terrains because the hightmap can't handle two different heights with the same (x,y) position.And that's without the resolution issue or how you have to repaint everything again. Quote Link to comment Share on other sites More sharing options...
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