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Atlas Terrain questions


Wolfsong3D

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Hello!

I've been looking up info on Atlas terrain and it's proving to be pretty sparse. It's weird because I remember Atlas terrain being one of TGEA's biggest features for a number of reasons. I don't think I ever saw it catch on though. Did it end up not being as good as expected? Anyone who's used it at all for anything?

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Ah right. Some of it's coming back to mind, now. I think you couldn't adjust or paint the terrain, or create holes, right?

Not creating holes isn't the worst thing. To this day, a lot of games use props to "zone you in" to an interior area, rather than a direct hole into the terrain. The Elder Scrolls series comes to mind.

But not being able to do "on the spot" terrain adjustment, or editing the texturing would be inconvenient. Especially with the process of getting the terrain into the engine in the first place. I tried the process of exporting from L3DT to Atlas several times and it never worked. I'm sure it's something they could have addressed, had they continued to develop it. Alas.

Ah well.

Edited by Wolfsong3D
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9 hours ago, Wolfsong3D said:

Ah right. Some of it's coming back to mind, now. I think you couldn't adjust or paint the terrain, or create holes, right?

That's right. I believe Atlas also nuked some other useful features, like material sound effects (eg. footstep sounds on snow vs. grass), etc. which meant not only was it a headache getting an Atlas terrain setup & imported into the engine, once you had it in there you'd find certain engine features just didn't work anymore.

Atlas definitely had potential but needed far more work and should've never been released in the state it was ultimately left in.

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